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Marching Order Delvers Guide Pages

Marching Order is a dungeon delve adventure designed for solo or cooperative play, featuring humorous yet potentially harmful content such as violence, drug use, and body horror. The document includes various scenarios and encounters within the Decaying Manse, where players face off against creatures like giant rats and wererats while seeking treasure and completing quests. It provides a structured gameplay experience with options for exploration, combat, and decision-making throughout the narrative.

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remy huttl
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
315 views140 pages

Marching Order Delvers Guide Pages

Marching Order is a dungeon delve adventure designed for solo or cooperative play, featuring humorous yet potentially harmful content such as violence, drug use, and body horror. The document includes various scenarios and encounters within the Decaying Manse, where players face off against creatures like giant rats and wererats while seeking treasure and completing quests. It provides a structured gameplay experience with options for exploration, combat, and decision-making throughout the narrative.

Uploaded by

remy huttl
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Marching Order

A Solo or Coop Dungeon Delve

Mud & Blood Edition


MUD &
BLOOD
EDITION

O
CR
HD
E
GR
Marching
Order
C O N T E N T S
4
5
Content Warning

6
Credits

38
the Decaying Manse

72
the Den of the Goblin Lord

98
the Catacombs of Rotbottom

the Crypt of Seigfried von Shaddowhammer

C O N T E N T WA R N I N G
Getting serious for just a moment- Marching Order contains
content that may be harmful for some individuals. While it is
mostly written in a humorous tone, the following are in the
text and/or may come up
through play:

• Animal death • Drug Use • Spiders


• Animal Violence • Drinking • Swearing
• Blood • Emotional abuse • Verbal Abuse
• Body Horror • Food • Violence
• Corpses • Mental Illness • Vomit
• Bones • Poisoning • Weapons
• Death • Skeletons
Delvers
Guide
C R E D I T S
Author James Crane
James Crane
Game Design
Brad Kishbaugh
Visual Design Brad Kishbaugh
Consulting Designer Jewlia Focht
Cover and Character Artwork Mustafa Bekir
Interior Artwork
Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.
Some artwork copyright Daniel F. Walthall, used with permission.
Kickstarters You know who you are

"Living in a Goblin's
Paradise" by
“Nubbins! Oh, poor Nubbins.”

Mustafa Bekir
“Ah, the hell with Nubbins,” said the Gob-
lin Smasher. “He got stabbed so fast, you’d
think he was trying to run into that sword.
Besides, them dead Rogues has some good
loot. If Nubbins was alive we’d just have to
split it with ‘im.”
“Groom want boots! Groom no walk around
barefoot no more.”
“Sure thing, Groom. Them adventurers cer-
tainly won’t need them now.”

5
T h e

d
cm
a
yn
s
ge
DM The
ecaying
anse

Headmeister Dunberger Geiterheim sits behind his desk,


drumming his pudgy fingers on the polished wood. The grease from
a sausage glistens in his facial stubble as he peers at you.

“This is what passes for help these days, eh? No matter. I’m sure
you can handle this.

My associate, Crudgen McBrewmeister, wants to open up a new


brewery in town, something you no doubt will be interested in. He
found a nice piece of property, but all the workers have ended up
dead in the street every time they try to lay any stone. I’m certain it
has something to do with that damned Decaying Manse next door!
Whatever has shacked up in there is costing me too much damn
coin! Not only that, I have widows and widowers crying at my door
because their beloved got chewed on and died.

Look, you know the deal. Go in there and figure out who’s behind all

all 160 coins to split. Oh, and for fuck’s sake- if you die, do it in the
this. Clear out what nasties you can. You find the boss, I’ll give you

manse. I don’t want your body cluttering up the street.”

• Go to entry H.

9
A
Maggot ridden grain and
sour ale spills across
the floor. Even if there
was something still
drinkable in this room,
you’d have to deal with
the Giant Rats to get
it.

ETN: 2
Giant Rat-Giant Rat Disease Rat- Disease Rat

B
• Do you wish to try the ale? Any Rogue may declare they wish to
do so now. If any Rogue does so - Go to S.

This room is full of cobwebs


and they cling to your skin as
you attempt to walk in. You
could burn them away... if you
wanted to sacrifice a torch.

• Sacrifice a torch?
If so - Go to BB.
• or you can exit

DECAYING MANSE
- Go to H.

THE
C
Wait- why are there goblins here?
Well, at least you have a good idea
who’s behind this. If you get back
out of here alive, Headmeister
Dunberger will pay you your fee.
Why does it feel like there’s only
going to be more work?

Goblin Smasher - Goblin Smasher

ETN: 5
- Goblin Slinger, Goblin Slinger

door of the Delve, you receive 160


If you make it back to the front

coins. If you have already seen this

regard it. You receive 52 coins from


message in another location, dis-

rummaging around the room.

11
DThis room is full
of cobwebs and
they cling to your
skin as you attempt
to walk in.You could
burn them away... if
you wanted to sacri-
fice a torch.

• Sacrifice a torch? If so - Go to T.
• or you can exit - Go to H.

THE DECAYING MANSE


E
You crest the stairs into this seemingly empty room. Maybe the
second floor is empty. Then again, maybe you’re just not catching
something...

vs TN 4.
• Make an Awareness Roll

• If successful, Go to J.
• If you fail, you may pro-
ceed as normal.

13
F
A strange beast that looks as if it is half rat and half man sits on the
table. Regular rats scurry overtop. You’ve never seen such a crea-
ture before and you can only wonder at what horrible curse caused
this monstrosity.

On second thought, it was probably Sigurd. He’d fuck anything.

With any luck, you may have surprised it...


Before rolling to see who goes first, one Rogue may make a Luck
Roll vs TN 4. If successful, the Rogues get a free round of combat.

ETN: 4
Wererat Poker - Giant Rat - Giant Rat - Disease Rat

THE DECAYING MANSE


G
This seems like a sleeping
chamber, as dirty rags clutter
the floor. This room also has
three dark holes in the wall,
roughly the size of your fist.
You can’t really see what’s in-
side. Want to reach in?

One Rogue may


choose to go first.

• If a Rogue wants to
reach in the left hole
- Go to W.
• If a Rogue reaches in the
center hole - Go to O.
• If a Rogue reaches in the
right hole - Go to I.

15
H
You stand before the entrance
way to the Decaying Manse. The
scent of rot and mold carries in
the damp breeze as you climb the
broken stairs to the front porch.
Kicking some strange mushrooms
out of the way with your foot, you
open the door.You’re immediately
set upon by numerous giant rats!
Perhaps you should have asked for
more coin...

Giant Rat - Giant Rat -

ETN: 1
Giant Rat - Giant Rat

17
I
You reach in slowly,
hoping to find something
to plunder...

SNAP!

You yank your hand back, yelping in pain. A giant rat trap hangs on
the end of your fingers. The other holes close. Well, that was a bust.

J
• Take a half roll of damage - Return to G.

It looks like you were missing something! Several wires seem to


attach to the door knob.

Roll vs TN 3. The Rogue must use Tinker’s Tools to do so.


• So what? I don’t care - Go to E.
• You want to try to disarm it? A Rogue may make a Tinker

• If you succeed, the trap is disarmed - Return to E.


• If you fail, the Tinker’s Tools break. You may try again. If you do
not wish to try again - Return to E.

THE DECAYING MANSE


K
This room is full of crates and barrels.
Perhaps it’s some sort of secret store area. It couldn’t hurt to search
through it, right?

• Mark off one box on your torch.


• A single Rogue may search through the crates and barrels one

1-3: 100 coins (split among the Rogues), 1 antivenom


time. Roll a dice for the result.

4-6: Take a Half Roll of Damage as a giant rat trap springs


on your hand.

19
L
A variety of
vermin ridden
sleeping mats
lay on the
damp, rotting
floor of this
room. Some
of the ver-
min seem to
be larger than
others...

Giant Rat - Trap Spider

ETN: 3
- Venom Spider - Giant Rat

THE DECAYING MANSE


M
A terrible stench
fills your nostrils as
you open the door
to this room. Seated
around the table is a
host of wererats, feasting upon human body parts! Your stomach

4. Failure
churns...

• Each Rogue must make a Resolve Roll vs TN


means they gain another random flaw from their character sheet.

Wererat Poker - Wererat Dagger Thrower - Wererat

ETN: 4
Poisoner - Mutant Wererat

• Once the wererats are defeated, there are three portions of


rotted food in this room. If a Rogue eats the food, roll a dice for
results.

1-3: The rogue gains condition: Poisoned [1] (∞)


4-6: gain a half roll of health.

21
N
Your feet land in a foul smelling muck. It’s probably best to not think
about what it is. You hear small skittering sounds from all around
and the far off sound of harsh voices. Something seems to be very
much alive in this sewer.

• Mark off one box on your torch.

DECAYING MANSE
• You may climb the rope to Return to BB.

THE
you find 2 Healing Potions and 2 Antivenom.
O
Your hand clenches on a handful of smooth glass. Pulling it out,

All the other holes suddenly close up and can


no longer be reached into. The Rogue who
reached their hand in gets first pick from among
the vials. The rest must be divided up as normal.

• Return to G.

23
P
A collection of Wererats and
goblins load supplies upon a raft.
It seems like the wererats have
friends.

This is information
Hedmeister
Dunberger
would want
to have. If
you make it
out alive, it
looks like your
job here is done.
Of course, there
might be more in the
manse to plunder...

• Mark off one box on your torch.

Goblin Smasher - Wererat Poker - Goblin Slinger -

ETN: 6
Wererat Mutant

you receive 160 coins.


• If you make it back to the front door of the Delve,

• If you have already seen this message in another location,


disregard it.

1 Antivenom, 2 Bandages, 1 Pick Axe, 1 Backpack.


• The supplies on the raft include:

THE DECAYING MANSE


Q

You open the cupboard and sort through the contents. After pull-
ing out more garbage than seems like should be able to fit in it, you
find a small stone idol depicting a rat with three heads.You can feel
magic flowing out of it through you. It almost seems like you could
try to connect with it and tap into that flow of magic...

• One Rogue may try to tap into the magic.


• If you’d like to try, Go to Z.

R
• If not, Return to H.

• Did you disable the trap? If so, Go to V.

room. Each Rogue loses 2 Health.


• Oh, you didn’t? The door clamps shut and gas begins to fill the

• You may attempt to disable the trap, which is now apparent to

gas, losing 2 more Health.


you. If so, Go to J. For each failed roll, the Rogues ingest more

• If you want to flee the room, you may go back down the stairs,
Go to E.

25
S
It burns as it goes down.You manage not to gag while it burns your
throat. This... this is really something! Your vision wavers a bit, but
you feel like you could run straight through a wall.

• Every Rogue who declared they would try the ale gains the
condition Shitfaced (6).

• Return to A.

T
The cobwebs go up in flame. The spiders in the room aren’t happy
about that...

Venom Spider - Venom Spider - Trap Spider - Giant

ETN: 2
Spider

• Return to D.

THE DECAYING MANSE


U
This chamber seems to be empty, other than the buzzing flies.

Wait... what’s that sound?

• Mark off one box on your torch..

• Make an Awareness Roll vs TN 5. If you fail, the monsters am-


bush you and go first.If you succeed, proceed with the combat as
normal.

Giant Rat - Wererat Poker - Wererat Dagger

ETN: 4
Thrower - Wererat Dagger Thrower

27
V
A cramped hallway stretches out in
front of you. It’s empty... maybe too empty.

• Make an Awareness Roll vs TN 4.


• If successful - Go to DD.
• If a failure - Go to CC.

W
You reach in slowly, hoping to find
something to plunder...

Your hand closes around a soft


leather sack. As you retrieve it, the oth-

you’ll have to settle for the 48 coins in


er holes in the wall close. Looks like

this sack.

• Return to G.

THE DECAYING MANSE


X
The garbage on the floor is ankle deep. Bones, scraps, shit, and per-
haps worse things fill the room. It’s all you can do to keep from
spewing last nights ale onto the pile as well.

But maybe there is something valuable in there....

• Want to dig around? Make an Awareness Roll vs TN 5.


• If successful - Go to FF,
• If a failure - Go to GG.
• Othewise, you may Exit to H.

29
Y
You’re sprang upon by a group of berserk wererats! They fight like
the damned- whatever is in this room, they plan to protect it with
their ill-gotten lives. Bloody hell!

Wererat Mutant - Wererat Poker - Wererat Dagger


Thrower - Wererat Poisoner

All enemies have the condition: Inspired [+1] (2)


ETN: 5

You can see why they fought so hard - these barrels are full of ale!
It smells like it could take the paint off a barn...

• Mark off one box on your torch.


• Do you wish to try the ale?
• Any Rogue may declare they wish to do so now.
• If any Rogue does so - Go to HH.
Z
Your mind reaches out to the infinite cosmos.

The convergence of all realities is upon you as the multiverse col-


lapses into a single entity.

Fuck, you can’t remember the last time you were this high.

• Make a Magic Roll vs TN 5.


• If you succeed - Go to II.
• If you fail - Go to JJ.

31
AA
You can hear chat-
ter up ahead as you
move through this hall-
way. Suddenly, you hear the
sound of a mechanism trigger-
ing- one of you fools must have
stepped on a trap! Darts fly from
the wall. You’re getting too old
for this shit.

• Mark off one box on your

3.
torch.
• Make an Escape Roll vs TN

• On a failure, take a half

BB
Weakened [-1]
roll of damage and

(3).
gain the condition

Ah, a secret room! Every delve has to


have one, donnit? Next time I see an
architect, I’m going to kick his ass for
this shit.

• If you have rope, you may sacrifice


it to Go to N.
CC
DD
Looks empty to me, champ.

• Return to V.

EE
Seriously, Pal. It’s empty. Sometimes a hallway is just a hallway.

• Return to V.

FF
Why are you reading this? You are obviously lost. Nothing should
have sent you here. Do you feel bad? You should feel bad. Good luck
figuring out where you’re s’posed to be, killer, cause it ain’t here.

• You find 100 coins, 1 healing potion, 2 antivenom, and a desire


Hey, who said digging around in garbage wouldn’t get you anywhere?

to never eat again. Divide up the spoils as normal.

• Return to X.

33
GG

HH
You don’t find anything other than a rash. Hell, it ain’t your first one.

• Return to X.

It burns as it goes down. You manage not to gag as it burns your


throat.

This... this is really something! Your vision wavers a bit, but you feel

II
like you could run straight through a wall.

condition Shitfaced (6) .


• Every Rogue who declared they would try the ale gains the

• Return to Y.

Embrace it, bend it... tame it to your will.

This will prove useful.

Gain +1 Luck. This luck expires if unused when you leave


• Gain a new quality:
Lackey of the Rat God -

this delve.

• Return to H.

THE DECAYING MANSE


JJ
No! No, what is this? It’s too powerful! It’s infesting your mind!
Something is seeking to control you!

Your resolve goes down by 1. Make a Resolve Roll vs TN 2.


• Gain a new flaw:

KK
Slave to the Rat God -

If you fail, your character becomes a Wererat Rogue.

• Return to H.

Did you see a message that gave you 160 coins if you made it back

LL
to this door?

• If so - Go to LL.
• Otherwise, you made it out of the Manse - go take a rest phase
and get back in.

It looks like the goblins are calling the shots.You’re sure Headmeis-
ter Geiterheim will have more work for you now. Ah, well. Go take
a rest phase and grab a drink.

the Goblin Lord.” You’ll find it on page 41.


When you’re ready, you can now go onto the Delve, “The Den of

It’s gonna be a dark, dark cave.


You might want to gear up appropriately!

35
L
the

D
EN
N-
OF
The

GO
O
bD
DG The

L
en of the

oblin
ord

“Goblins?”
Headmeister Dunberger Geiterheim’s face was so red and sweaty
you were worried he might have a heart attack before he got
around to offering you another job. It’s all so sad when a meal
ticket goes away. Finding a boss is often more work than doing the

“That’s just what I need. The 5 gods are all laughing at


work itself.

my ass as they drink in their great hall. They think this


is a big joke!”

Dunberger threw his chair across the room, shattering it against


the far wall. You kept smiling, your hand on your knife just in case.
The man was stupid, but you didn’t think he’d be that stupid. One
thing you’ve learned from your many delves, however, was never to
bet on someone not being stupid.

DEN GOBLIN LORD


(Coninued on page 42)

OF THE
41
“Great, and now I’m out a chair too. Look, shitwicks,
we’ve tracked the goblins down to a cave in the Red Dirt
Wood to the south. One of the four rangers I sent even
returned. I lost three good rangers. Then again, I only
had to pay one, so you win some you lose some.

Rather than put any of my people in harm’s way, I’m


going to pay you degenerates to do it instead. Go to the

and I’ll pay you each 150 coins. You should be able to
cave and clear it out. Bring me the Goblin Lord’s head

drink for a while with that, huh? Now get going. Oh, and
tell the chair maker I need to see him. Wait... I locked
him in the dungeon. Devil’s balls, why can’t anything
ever be easy...”

***
The trip to the cave was easy, though the Red Dirt Wood is misty
and miserable this time of year. You’re not sure why the Rangers
had any problem. They’re not as talented as you, of course. You’re
better looking too. The best fighter, really...

It’s best to get in that cave...

• Go to R.

DEN OF THE GOBLIN LORD


A
An unassuming stretch of hallway. I’m
sure nothing could go wrong here...

• Mark off one box on your torch.


• The Rogue at the front of the

Awareness Roll vs TN 3.
Marching order must make a

• If they succeed - Go to F.
• Otherwise - Go to K..

43
B
This hallway is lined with bells. Gotta give it to those goblin devils
- they ain’t smart, but they’re clever. It must be some sort of early
warning system.

• Mark off one box on your torch.


• You may attempt to disarm these bells with tinker tools.
• If you’d like to try - Go to M.
• If you want to proceed without trying to disarm the bells
- Go to N.

DEN OF THE GOBLIN LORD


C Holy shit!
Were these goblins *REDACTED*? I
think these goblins were *REDACT-
ED*!
I can’t unsee that!
Why?
Why is this hap-
pening?

• Mark off one


box on your torch.

D
Goblin smasher - Goblin Slinger -
Goblin Sneak Thief - Goblin Sneak

ETN: 3
Thief

Did you disarm the trap?


• If so, Congratulations - you don’t have a dart sticking out of
your knee cap right now.

Gain the condition Drugged (3).


• If you didn’t, GUESS WHAT? There’s a dart sticking out of your
kneecap and you feel pretty woozy.

and multiply it by 10.You find that many coins.



• The Good News- either way, you got the treasure. Roll a dice

• Return to G.

45
E
The scent of strange chemicals fills the air. Beakers bubble away,
filled with strange concoctions. You have a feeling the goblins are
not making candy in here...

• If a Rogue rolls a 1 on the bullshit dice, roll it again. If it is an-


other 1, the fight has upset the wrong beaker in this lab, causing
• Mark off one box on your torch.

a huge explosion!

DEN OF THE GOBLIN LORD


Health. If the second roll is not a 1, a
• Every creature in the room, Rogue
and Enemy, loses a dice roll of

flaw activates like normal.

ETN: 4
Goblin Wallboy - Goblin Slinger -
Goblin Slinger - Goblin Juicer

• If the goblins are defeated, you gain 2

gem worth 20 coins.


doses of Night Owl and a

F
Well, well, well... the little devils put a pit trap right in
the middle of the hall. It’s a good thing you’re used to
watching out for yourself.

• You move around it easy, now that you’ve seen it.


• Go to A.

47
DEN OF THE GOBLIN LORD
G
Ah, that looks like a chest you spy in the room. Unfortunately, it’s
behind a bunch of not too friendly goblins.

• Mark off one box on your torch.

Goblin Smasher - Goblin Wall Boy - Goblin Slinger


Goblin Smasher
ETN: 3
Ah, now for the prize. Let’s see what’s in that chest.

• If you’d like to inspect the chest first, make an Awareness


Roll vs TN 5.
• If successful - Go to J.
• If not, you may still open the chest. If you wish to open the chest
- Go to D.

49
H
• Go back to L.

DEN OF THE GOBLIN LORD


51
I
Apparently, you’ve found
the Goblin’s larder.

Bodies hang from


the ceiling like
slabs of meat in a
slaughterhouse.
It looks like you
know what hap-
pened to the
rangers that nev-
er returned...

J
• Mark off one box
on your torch.

• Each Rogue must make a Resolve Roll VS TN 4.


If failed, they add another random flaw from their sheet to
their traits.

Of course it’s trapped. Leave it to Goblins. This is why we can’t


have anything nice.You could try to disarm it, though...

Tinker Roll VS TN 3.
• If you wish to try to disarm it, use Tinkers Tools and make a

• If you succeed, the chest may be safely opened.


• If you fail, the tools break, but you may try again.

DEN GOBLIN LORD


• When finished - Return to G.

OF THE
K
You were admiring the stalagmites on the ceiling when you realized

#1 -
two things:
• You’re thinking stalactites. Stalagmites are

#2 - you’re falling into a pit. It looks like the


the ones that rise out of the ground.

goblins made a little pit trap here and you
wandered straight into it.
• The lead Rogue loses a half roll of health.
• Return to A.

53
L
You’re not sure which of the
goblins rushing to kill you is
the artistic one, but you have
to give it to them - the map
drawn on the back wall is
pretty well done.

• Mark off one box on your


torch.

Dire wolf - Dire wolf - Goblin

ETN: 3
Sneak Thief
Goblin Slinger

M
There seems to be a map drawn on the back wall.
• If you want to check it out - Go to H.

TN 3.
• One Rogue with Tinker’s Tools may make a Tinker Roll vs

• If they succeed, they may safely proceed down the hall


- Return to B.
• If they fail, the tinker’s tools break - Go to N.

DEN OF THE GOBLIN LORD


N
A dozen or so tiny bells ring, creating quite the din of noise. Well, it
seems like the goblins will know you’re coming now.

• The next time you enter a combat encounter, the other side
automatically goes first.

• Return to B

55
O
There he is, in all his bulbous glory. The goblin lord sits in his
old wooden throne, held together by rope and bone. A large
dire wolf sits at his side snarling when you enter, patches of
mangy fur adorning its almost scaled skin.

DEN OF THE GOBLIN LORD


“Big heroes, strong heroes.
You kill all gobbos, yes yes?
Ah, but are you rich heroes?
You come from Rot-town to
kill gobbo lord. Maybe you
leave because gobbo lord pay
you more. Gobbo lord make
you rich adventurer, yes yes!”

The Goblin Smasher in the


room brings forth a sack and shakes it in front of you, jingling what
could only be coins inside of it. It seems the Goblin Lord wishes to
strike a deal.

• Mark off one


box on your torch.
• Do you wish to
take the coin?
If so - Go to S.
• Otherwise - Go to
Z.

57
P
Q
Are you daft? There is no door #3. Get your head on straight,
Rogue. Maybe cut down on the alchemist’s mushrooms.

• Return to S.

You’re just a glutton for punishment, eh? A puzzle box falls from
the burning webs, landing on the ground. Looks like something you
could tinker with if you were feeling brave.

make a Tinker Roll VS TN 5, no tools


• If you wish to tinker with it, one Rogue may

R
needed.
• If Successful - Go to X.
• If the Rogue fails -
Go to DD.
• If you wish to just leave it
be - Return to T.

This is certainly a dank, stinky, goblin hole.Your old drink-


ing buddy Sharazan Butterguy died in one just like this.
Course, she drank herself to death after killing all the
goblins, but still...

• Mark off one box on your torch.

DEN OF THE GOBLIN LORD


S
to be 200 coins in there. Not a bad take, really. Now the question
You reach out and take the pouch, opening it up.There looks

door #3?
is, do you kill him anyway, leave while you can, or take what’s behind

• If you want to double cross him


- Go to Z.

T
• If you want to take what’s behind door #3 - Go to P.
• If you want to leave while you can
- Go to V.

Cobwebs fill this room, clinging to


every surface. You could probably
burn them away if you wanted to
sacrifice a torch. What do you say?

• Mark off one box on your torch.


• If you want to sacrifice a torch and burn them
- Go to Q.
• Otherwise, you may continue on through the
room.

59
U
That’s a beautiful thing! A vein of silver shoots through the rock in
this chamber. A Rogue with a pick axe could make some coin off of
that- provided they took care of the goblins that got here first.
• Mark off one box on your torch.

ETN: 2
Goblin Smasher - Goblin Wallboy -
Direwolf - Goblin Sneak Thief

• If a Rogue has a pick axe, they may spend time mining the vein
in this room. To do so, the Rogues must sacrifice a torch as it’ll
take a while to mine. In addition, the enemy will automatically

• Mining this vein of silver gains the party 200 coins when they
go first during the next encounter the Rogues are in due to the
loud noise made. They’ll be waiting for you.

leave the delve.

DEN OF THE GOBLIN LORD


V
Hey, you got paid. That’s what it was all about, right? It’s time to get

W
out of here without any more bruises.
You hear a cackle when you turn around. Looks like this bloated
bastard didn’t plan to honor his part of the deal. It’s an ambush!

addition, they all receive the condition: Inspired [+2] (1).


• The enemy automatically goes first in the following encounter. In

• Go to Z.

It’s not like goblins ever have a lot of treasure.


It seems this is where this crew keeps thiers, however.
There has to be a reason these goblins are guarding that chest,
right?

• Mark off one box on your torch.

Goblin Smasher -
Goblin Wallboy -

ETN: 4
Goblin Juicer -
Goblin Sneak Thief

• If a Rogue wishes
to attempt to pick the
lock and they have

TN 6.
tinker’s tools, they may
make a Tinker Roll vs

• Failure breaks the tinker’s tools and the


lock, leaving the chest locked forever.
• If successful - Go to EE.

61
X
It looks like you did it! The puzzle box opens up, revealing a little
glass vial of blue liquid.Your momma taught you what to do in situ-
ations like this.You instantly drink it, feeling it burn your insides. I’m
sure there won’t be any long term repercussions for this.

Y
• The Rogue who opened the box rolls for another random
quality on their quality table. Add this to the highest open
position on your trait table. If it’s a quality they already have,
congrats.Write it in there anyway. It’s now more likely to trigger.
• Return to T.

There’s a pile of... something... on the floor. Maybe it’s edible? Maybe
it’s just a disgusting pile of gross? It looks a little bit like Wilfred’s
cooking at your last hunting trip. Maybe you should try eating it.

• Mark off one box on your torch.

1-4: Lose a half roll of Health.


• Any Rogue that wishes to try it may do so once. If a Rogue takes

5-6: Gain a roll of health.


a bite, roll a dice.

DEN OF THE GOBLIN LORD


Z
There’s no way around it- it’s time to fight. Ah, well. It wouldn’t be
a delve without a boss fight, would it?

AA
Goblin Smasher - Goblin Wall Boy - Dire Wolf
Goblin Lord
If you win the battle, congratulations.You have the head of the Gob-
lin Lord! That should be worth some coins if you leave the delve
with it alive.
• Return to O.

A strange shrine sits in the middle of this room. You’re not sure
what the goblins worship, but making a sacrifice to it couldn’t pos-

• If you want to give it 5 coins - Go to FF.


sibly go bad, could it?

• If you want to give it blood (4 levels worth of health)


• Mark off one box on your torch.

- Go to GG.
• If you want to give it a lit torch - Go to HH.
• Otherwise, you can continue
through the room.

63
BB
Ah, the exit. This is the way back to Rotbottom.

150 coins. You earned it... probably. You may now embark on the
delve, The Catacombs of Rotbottom. See page 74.
• Do you have the head of the goblin lord? Each Rogue takes

200 coins.

CC
• Do you have a big block of silver you mined somewhere? Take

• Otherwise, go back to Rotbottom and gear up to go back in


again, Rogue.

Great. More choices about which


way to go. Your boots are already
soaked, your head aches from the
stench, and your hand touched some
slime a few rooms ago.

Well, this blows.

• Mark off one box on your torch.

DEN OF THE GOBLIN LORD


DD
Click!
You pushed a button you weren’t supposed to push. You can tell
because a painful needle is sticking out of your hand now, and this
thing just locked up real tight, never to be opened again.

• The Rogue who made the roll loses 1 Health. In addition, they
Swell. Just your luck.

EE
gain a new random flaw from their flaw table. If you roll a flaw you
already have, congrats. Write it on your trait table anyway. It’s more
likely to trigger now.

• Return to T.

Hey, you opened the chest! Inside are 2 healing potions, a Ring of
Defense, a Vampire Blade, and 12 coins.

wears it by +1.
• The Ring of Defense raises the defense of any creature that

er rolls a 6 on attack. It doesn’t matter if they’re an archer, doctor,


or whoever. Don’t think about it too hard. If they roll a 6, the target
• The Vampire Blade activates its special power when its wield-

loses health like normal. The Rogue regains half the amount lost,
however.

• Return to W.

65
FF

GG
A hideous laugh fills the room and the shrine disappears.When you
die and go to hell, you’re going to find whatever demon god that
was and kick its ass.

• Return to AA.

The blood seems to be... soaking into the stone? Gross.

• You’ve gained the Dark One’s Boon.


The Rogue who lost the health rolls for another ran-
dom quality on their quality table. Add this to the high-
est open position on your trait table. If it’s a quality they

• In addition, the Rouge gains 2 luck. This can raise a


already have, congrats.Write it in there anyway. It’s now
more likely to trigger.

HH
Rogue above
their maximum. Their luck resets to their maximum
after the
delve like normal.

• Return to AA.

The torch flares to life. A shrieking sound fills the chamber as the

• Whichever Rogue used the torch gains a permanent +1 Resolve.


shrine crumbles. Apparently it didn’t like the light.

DEN GOBLIN LORD


• Return to AA.

OF THE
II
What? Did you just turn to the last entry in the delve and read it?
You really shouldn’t be here. You’re dishonest, conniving, slimy, and
I wouldn’t trust you with my kids - in short, you’re everything a
Rogue should be.

• Give each of your Rogues a dose of Night Owl.

Do me a favor and don’t tell the town guard where you got it
if they start asking questions, huh?

Now get back to where you’re supposed to be,


Rogue.

67
of
c
o
t t
b
o
o t
t
bo
sm
CR
The
atacombs of
otbottom

Sigurd wiped his runny nose with the back of his sleeve before
reaching down to scratch his groin. He promised you some
good info if you bought him a drink so you had McDeerney put
a pint on your tab. You’ll have to get around to paying that off
one of these days. If Sigurd’s tip turns out to be good enough,
maybe you’ll get enough coin.

“Look, You know me. I’d rather a day of honest work than
diggin’ around with corpses, I would. I know yer the same way.
Tha’s the thing in Rotbottom now a days, innit? There ain’t no
wars and shovelin’ muck don’t buy a pint. There’s more labor
than work, there is. The owners is the only ones gettin’ rich
anyway while the workers be the ones sweatin’ and swearin’.
It’s just the way it is.

But I digress. So back in the ol’ days, when Rotbottom was a


respectable sorta a place with lords, lairdes, and ladies, it was
the fashion in the times to bury the dead with a bunch of fan-
cy doodads in their tombs. The priests told e’eryone that they
might need that stuff to barter passage to wherever fancy folk
go whens they die. I thinks the priests was just gettin’ them-
selves a retirement fund, but tha’s neither here nor there.”

Sigurd drained the last of his pint and let out a satisfied sigh.
He stared off in the distance for a moment, offering his crotch
another scratch, before getting back on topic.

“So the thing is, all thems nobles is still down in the old cata-
combs with all their riches. They’ve been sealed up fer a cen-
tury or two, just rottin’ away. If someone was to get down in
there, they’d be livin’ comfy for a good while. It just so hap-
pens that your good friend Sigurd found a way to get down
in there. You can thank me later when you come back with
as much coin as you can carry. I’d go myself, but I have that
claustrophobia thing that makes me freak out in small spaces.
Good luck to you all!”

Well, it’s dirty work but the coin ain’t doin’ the dead any good,
is it? Still, though, you can’t help but think that maybe the cat-
acombs were sealed for a reason...

CATACOMB NOTES
You’ll find various treasures in the catacombs that are worth some
coin. These items are not coin themselves - they’ll take up space
in your inventory. Each one will be labeled with how many slots it
takes up as well as its worth in coins. Make sure you notate their
worth when writing them down on your character sheet. If you exit
the catacombs, you can automatically get rid of all of those items
and receive their value in coin. Though one Rogue may have carried
the treasure, the coin from its sale gets divided up evenly among all
surviving Rogues.

• Go to D.

75
A
These stairs lead back to
Rotbottom. If you have
any treasure, you may now
trade it in for it’s coin value.
Don’t get cute - Remem-
ber to split it evenly among
all players. Enjoy your rest,
Rogues, and come back for
more looting when you’re
ready, you degenerates.

If you'd prefer not to leave


- Go to D

THE CATACOMBS OF ROTBOTTOM


B
There’s nothing in this room but

C
a single sarcophagus. It looks like
Sigurd really came through - this
should be a cake walk!

• Mark off one box


on your torch.
• Do you want to slide the
Sarcophagus open?
Go to C

necklace worth 25 coins. That’s worth it, right?


Well, that’s disgusting. There’s a decayed body inside as well as a

• Return to B.

77
D
Sigurd was right!

All it took was a little


elbow grease skulking around at midnight and you managed to pry
the heavy stone door open.Whatever magic sealed it must have dis-
sipated with age. You were a little worried when you saw all those
magical runes carved into it, but alls well that ends well, innit?

E
• Mark off one box on your torch.

It must be your lucky day -


there’s a half burnt torch laying on the
ground here.You’ll put that to use.

• Mark off one box on your torch.


• If a Rogue wishes to take the torch, they may do so.
• Mark off two boxes on it to represent the portion already

CATACOMBS ROTBOTTOM
burned away.

THE OF
F
Looks like there’s some stairs going downwards up ahead. The
deeper the depth, the richer the coin your aunt Griswaldia always
said. She never did make it back from that Ogre’s cave.

• Mark off one box on your torch.

G
The stairs twist downward.You pause on a landing for a
moment to look at a strange collection of small hanging leather
sacks. Hoping for some coin, you grab one down and open it up -
and immediately gag.

Whatever was in here rotted a long time ago. The scent reminds
you of your grampy's roasted taters if you had vomited them up
after a night of drinking.You certainly don’t have any appetite now...

• Go to Q.

79
H
Ah, of course.This wouldn’t be a delve
without some vermin, would it? Time
to get to work.

Something looks weird about that


one rat, though...

I
• Mark off one box on your torch.

ETN: 2
Giant Rat - Diseased Rat - Trap Spider - Zombie Rat

• Want to open the casket? Go to M.

A chill presence settles over the room as you enter. Something dark
lives here, seeped into the very stone.

And here you promised you wouldn’t piss yourself today.

• Mark off one box on your torch.

Zombie Rat -

ETN: 3
Ominous Presence - Venom
Spider - Imp

• Want to slide open the casket?


Go to N.

THE CATACOMBS OF ROTBOTTOM


J
A few bones dot the floor in here, teeth
marks apparent on them. You’re gonna
choose not to look too far into that.

K
• Mark off one box on your torch.
• Want to open the casket?
Go To O.

A mural depicting Rotbottom in all its former glory decorates the


back wall here. This ol’ shitburg must have been one hell of a party.

• Mark off one box


on your torch.
• Want to open the casket?
Go To P.

81
L
WHAT THE FUCK IS THIS?
A severed, skeletal hand skitters around
this room. You didn’t know a hand
could look pissed, but it does. A skull
sits on the ground, spouting grotesque
curses that make your head ring.
FUCK YOU, SIGURD. FUCK YOU.
• Mark off one box on your torch.

ETN: 3
Giant Rat - Skeletal Hand - Trap Spider
Obscene Skull

• Want to open the coffin?


...

M
Well, it's empty.
Seriously, Sigurd,
Go Fuck Yourself!

• You find a ring (1/4 slot, 5 coins) and a pair of fancy boots (1
slot, gives a Rogue +1 Luck. Sells for 25 coins)
Ah, Nice.

CATACOMBS ROTBOTTOM
• Return to H.

THE OF
N
Pay day! You find a silver dagger (1 slot, +1 damage to all attacks,
sells for 50 coin. )

O
• Return to I.

silver hairpin (1/4 slot, 10 coins.)


Well, this skeleton doesn’t need a hairpin anymore, right? You find a

P
• Return to J.

Strange shadows fill the room, making you feel like you’re suffocat-
ing. Panic sets in as you feel this thing assail your very soul. Great -
you pissed off some sort of ghost thing. Sigurd will get his ass kicked

• All Rogues must make a Luck Roll vs TN 4, using their cur-


for this.

rent luck. If they fail, they receive the condition: Cursed (∞).

• Return to K.

83
Q
A forgotten torch hangs in a
sconce on the wall.You could
always use something else to
set on fire.

• Mark off one box on your torch.

R
• A Rogue may add one torch to their inventory.

Oh, great. It appears there are caveins to the west and south. If
this place falls down on top of you, you swear you’ll haunt Sigurd’s
worthless hide for seven eternities... or until you get bored.

Whichever comes first.

• Mark off one box


on your torch.

THE CATACOMBS OF ROTBOTTOM


S
Well, this looks blocked off. Looking at the ceiling, you can see the
marks of pick axes. Did someone do this on purpose?

Speaking of pick axes, if you had one, you could try and clear this
junk out of the way...

• If you have a pickaxe and want to try to mine these rocks


- Go to AD.
• If you want to go back the way you came - Go to R.

T
Well... that’s some rubble. If you have a pick axe, you could try and
clear it out...

• If you have a pickaxe and want to try to mine these rocks -


Go to AJ.
• If you want to go back the way you came - Go to R.

85
U

V
That was a lot of work. That first pint when
you get out of here is sure gonna taste good.

• Mark off one box on your torch.


• Want to open that casket? Go to AK.

Another room, another coffin, though you

AB
gotta admit- something seems...
different about this one.

• Mark off one box on your torch.


• Want to open the casket? Go to AO.
• Do you know something special about the room? Go to AB.

With a loud grating noise, the coffin slides


aside, revealing a shaft in the wall. The ladder in
it looks like it goes all the way up to Rotbottom
or down to the next level of the catacombs.

of Seigfried VonShadowhammer (page 100) immediately, or


If you wish, you may return to Rotbottom from this room to have a
rest phase.You may also proceed to the next adventure, The Crypt

CATACOMBS ROTBOTTOM
after the rest.You can also just walk out the door you came in.

THE OF
AC

AD
every Rogue loses 1 health. That should teach ya. Good luck finding
There is no valid reason you should be here. If you’re reading this,

out where you were supposed to be.

You got some rock out, but more just tumbled down to take its

• Roll a dice. If the result is a 1 or a 2, the noise drew some un-


place. This isn’t gonna be easy.

wanted attention - fight the following:

AE
ETN: 4
Skeleton Warrior - Skeleton Warrior - Skeleton
Archer - Skeleton Archer

• Want to keep trying? Go to AE.


• If not - Return to R.

This is thankless work. You’d much rather be drinking. At least it

• Roll a dice. If the result is a 1 or a 2, the noise drew some un-


looks like you made a dent? Maybe?

wanted attention - fight the following: (Continue on page 88)

87
ETN: 4
Skeleton Warrior - Skeletal Hand - Skeletal Hand

AF
Skeleton Archer

• Want to keep trying? Go to AF.


• If not - Return to R.

You triggered a small cave-in! Rock tumbles from the ceiling, filling

• Each Rogue must make an Escape Roll vs TN 3.


up the small hole you had cleared out of it. For fucks sake.

AG
Every Rogue that fails loses a half roll of Health.
• Mark off one box on your Torch.
• Want to keep trying? Go to AD.
• If not - Return to R.

Five clay jars sit in this chamber. I’m


sure you want to reach inside.

• Mark off one box on your torch.

THE CATACOMBS OF ROTBOTTOM


AH
You attempt to walk into this room and slam into some sort of
invisible wall. Damn it all, it might have broken your nose. Peering
through it, you can see a golden urn sitting in front of a statue.

A Rouge could attempt to use magic to make their way through it


if they so desired.

• Want to try and use magic to enter the room? Go to BF.


• Want to turn around and forget you saw it? Go to Q.

AI
Now that you can see the statue up close,
you see that it depicts Ofulcles, the deity of
luck.You’ve seen enough card players praying
to them to be certain of it.

• Mark off one box on your torch.


• Want to reach into the urn? Go to BG.

89
AJ
Any Rogue can take a swing with the Pickaxe.

Physical Roll vs TN 5.
• If you want to try to use the Pickaxe, make a

• If you succeed (or if you’ve already cleared this rubble) -


Go To U.

AK
• If you want to go back the way you came, Go To R.
• If you failed, mark off one box on your torch.You may try again.

WHY WERE THESE IN THE COFFIN? IS THIS SOMEONE’S IDEA


OF A JOKE? WHOSE WRITING THIS SHIT?

ETN: 4
Imp - Ominous Presence - Blasphemous Skull -
Zombie Rat

It appears they weren’t the only things in the coffin. An idol of a


golden skeleton lays beneath them. Perhaps a Rogue could attune
to it’s magical ways...

• Want to try to attune to it? Go to AL.


• Want to go back the way you came? Go to U.

THE CATACOMBS OF ROTBOTTOM


AL
You can feel dark magic surging through it!
Evil necromancy permeates the idol...

Make a Magic Roll vs TN 5.


• One Rogue may try to attune to the idol.

• If Successful - Go to AM.
• If it fails - Go to AN.

AM
Yes! YESSSS!

You commune with the very god of death himself and let me tell
you, it is fucking rad!

• Gain the trait Enamoured of Death:

Gain the Condition: Living Undeath (2).


Enamoured of Death

• Return to U

91
AN
You can feel the dark necromantic magic flowing through you, sap-
ping your strength. Evil laughter fills your ears, spilling over from the
psychic plane. This super sucks.

• You gain the Flaw:

Gain the condition: Weakened [-2](1) Cursed (3),


and lose 1 Health. This condition may not be removed
Marked by Death

by a Life Coach.

• Return to U

AO
There is nothing inside, but the coffin seems really... clean. Some-

All Rogues may make an Awareness Roll vs TN 6. If they all


thing just doesn’t feel right here.

fail, they may continue to search by marking off a torch box and
rolling again.

• If any Rogue succeeds, Go To AP.


• If you wish to go back the way you came, Go To V.

THE CATACOMBS OF ROTBOTTOM


AP

BA
Ah hah! After tearing a piece of the velvet from the coffin’s bottom,
you find some sort of mechanical switch.

• If you want to pull the switch, Go To AB.


• If you’re a big scaredy cat who thinks it’s going to blow up in
your face - Return to V. Wuss!

BB
(1/2 slot, 30 coins).
After shifting through a bunch of ashes, you find a velvet broach

• Return to AG

BC
You’re not sure what you’ll need a silver key for, but you have one
now.

• Return to AG.

You reach slowly into the pot... and then quickly withdraw your
hand as something bites your finger! A host of vermin and bones
spill from it’s opening. It almost seems like there is a lesson to be
learned here... (continued next page)

93
The Rogue that rolls the lowest loses 1 Health from being bit.
Each Rogue must make a luck roll with their current luck value.

Reroll any applicable ties.

BD
ETN: 3
Giant Rat - Skeletal Hand - Venom Rat -
Venom Spider

• Return to AG.

Your hand plunges down into ash, finding nothing solid. When you
pull it back out, however, it sends a cloud of strange spores into the

• Each Rogue must make a Luck Roll vs TN 3, using their


air, filling the room. Something had been growing in there.

BE
current Luck value.

Drugged (2) and Cursed (∞).


• If any Rogue fails, they receive the condition:

• Return to AG.

You find a bracelet, inset with gems (1/4 slot, 30 coins.)


Now that’s a pretty thing, innit?

• Return to AG.

THE CATACOMBS OF ROTBOTTOM


BF
• Any Rogue may make a Magic roll vs TN 6. If successful, the

BG
• If it is a failure, the Rogue loses 1 Health from their exertions,
barrier falls - you may Proceed to AI.

but they may try again.


• If you wish to stop trying - Return to Q.

God of Luck, indeed!

artifact has 5 charges. You may


From the golden urn, you pull
a Talisman of Ofulcles. The

spend a charge to reroll any dice,


including dice rolled during the rest
phase. You can not use more than one
charge on the same roll, however. Once

the talisman to lose a 1/2 roll of health.


depleted of charge, it burns away in a
bright green fire, causing the wearer of

Not too shabby, eh?


Of course, what would some good
luck be without a little bad? The
statue of Ofulcles comes alive and
looks like he’s not so much a fan
of you.

ETN: 6
- Living Statue -

• Return to AI.

95
of

o
f

d
von r
C
S
The

S
rypt of

eigfried
von
hadowhammer
Down, down, down the shaft you go. The air down here smells like
it hasn’t been disturbed in a long, long time. You try to shake the
strange feeling in your gut that you shouldn’t be here. It almost feels
like the very stone is watching you, waiting for you to descend into
its depths. Strange whispers seemingly float in the air, beckoning
you. Your torch light seems to suffer under some sort of unseen
strain, as if the very shadows themselves were fighting back against
its luminescence.

When you finally reach the bottom of the ladder, you find your-
self in another catacomb chamber, much like the ones you’ve been
in before. Something about it feels different, however. You want to
write the feeling off to it’s increased depth beneath the earth, as if
it were somehow forbidden to enter this deeply into it. You have a
feeling you’ll find the source of your dark feelings soon.

• Go To AQ.

101
X

Y
Huh. That cave-in up ahead
looks familiar...

• Mark off one box on your Torch.

Five candles sit in this room, connected by


red lines to make a five pointed star. They
might be good for a little light, if you can kill
the grotesque abominations that are also in
this room.

• Mark off one box on your Torch.

ETN: 4
Skeleton Warrior - Ominous Presence - Ominous
Presence - Skeleton Archer

Each one takes up a 1/2 slot.


• Each of the candles can act as a torch with only a single usage.

• Want to open the casket? Go to AU.

T H E C R Y P T OFS E I G F R I E D
V O N S H A D O W H A M M E R
Z
This room is empty, save the single coffin topped with a wreath of
decayed flowers. If you stopped and thought about it too long, it
might make you sad.

• Mark off one box on your Torch.


• Want to open the Coffin? Go to AZ.

AQ
The casket in
this chamber has been reduced to
rubble. You can’t imagine what would be strong enough to smash
something carved from pure marble!

• Mark off one box on your Torch.


• Want to go back up to the
Catacombs of Rotbottom
(the previous delve)? Go To V (page 86)
• You may also take the ladder all the way back to the town of
Rotbottom for a rest phase.

103
AR
You got some rock out, but more just tumbled down to take its

• Roll a dice. If the result is a 1 or a 2, the noise drew some


place. This isn’t gonna be easy.

unwanted attention - fight the following:

ETN: 4
Skeleton Warrior - Skeleton Warrior -

AS
Skeleton Archer - Skeleton Archer

• Want to keep trying? Go to AS.


• If not - Return to X.

This is thankless work. You’d much rather be drinking. At least it

• Roll a dice. If the result is a 1 or a 2, the noise drew some


looks like you made a dent? Maybe?

unwanted attention - fight the following:

ETN: 4
Skeleton Warrior - Skeletal Hand - Skeletal Hand -
Skeleton Archer.

• Want to keep trying? Go to AT.


• If not - Return to X.

T H E C R Y P T OFS E I G F R I E D
V O N S H A D O W H A M M E R
AT
Each Rogue must make an Escape Roll vs TN 3. Every Rogue
that fails loses a half roll of health.

You triggered a small cave-in!

Rock tumbles from the ceiling, filling up the small hole you had
cleared out of it. For fucks sake.

• Mark off one box on your torch.


• Want to keep trying? Go to AR.

AU
• If not - Return to X.

1 health.You can feel a strange, ominous presence manifest itself in


Your torch flickers wildly as the room goes cold. Every Rouge loses

the room with you.

• Do you want to throw a torch at it? Go to AV.


• Do You want to throw Holy Water at it? Go To AW.
• Do you want to use the mirror? Go to AX.
• Do you want to get the fuck out of there? Go To X.

105
AV

AW
Rogue must make a Resolve Roll vs TN 4. If they fail, they re-
The torch flickers and turns to ash. Well, that’s a lost torch. Every

ceive a random flaw from their flaw table.

• Return to AU.

The bottle of holy water suddenly stops in mid air and hangs sus-

AX
pended there for a moment. It then flies back at you at an incredible

Target a random Rogue. They lose 2 Health. If they are cursed,


speed.

they lose that condition. Every other Rogue loses 1 Health from
the shrapnel.

• Return to AU.

A ghostly shape appears in the mirror. Her face shrieks in unheard


rage and you can see tendrils of her ghostly energy surrounding the
room.

make a Resolve Roll vs TN 6.


• Any Rogue can attempt to will the ghost away. If they wish to try,

• If the Rogue fails, every Rogue loses 1 Health,


• If Successful - Go to AY.

but you can try again.

C R Y P T OFS E I G F R I E D
• If you wish to run away at any time - Go to X.

T H E
V O N S H A D O W H A M M E R
AY
She dissipates in howling rage. You feel exhausted, but the room
takes on a sense of incredible peace.

(50 coins, 1 slot). There is also a golden


amulet depicting the sun (100 coins, 1
Laying on the floor is a bronze helmet

self to restore 1d6 Health.


slot). Once per delve, the wearer of the am-
ulet may spend an action and target them-

1d6 Health for each Rogue.You may


• If you wish, you may rest here to regain

AZ
do this once per delve.

• Go Back to Y

The body in this coffin has a


large braid of garlic around

a blue mold. It also wears 5


its neck. The centuries have

rings upon its fingers (1/4


left the cloves surrounded in

slot each, 10 coin each).

107
BH
• Return to Z

This hallway stretches


out to end in a large
door, upon which is em-
bossed with a giant rose with petals and stem
of silver.

• Mark off one box on your torch.

T H E C R Y P T OFS E I G F R I E D
V O N S H A D O W H A M M E R
BI
There are stairs here that go back toward the surface.There is part
of you that wants to run up those stairs and never look back.

• Mark off one box on your torch.

BJ Up the stairs you go. The walls here are engraved with
wolves and bats. Halfway up, there is a crest of two crossed ham-
mers. A skilled artisan spent a long time making this.

• Go to X.

109
BK
...

There’s a library?
In the catacombs? Who could possibly be doing any reading down
here? Reading isn’t exactly your thing, but you can search for some-
thing useful if you want.

• Mark off one box on your torch


• If Rogues wish to look for something useful, mark another box

• Every Rogue may make an Awareness Roll vs TN 6.


off your torch.

• If successful, Roll on the table below to see what they find. They
may choose to read the book and go to the designated passage or
discard it. Each book may only be found once. If the same book is

C R Y P T OFS E I G F R I E D
rolled a second time, roll again until a new book is found.

T H E
V O N S H A D O W H A M M E R
The Journal of Verna Rotbottom - Go to BL.
Necromancers and the Zombies Who Love Them - Go to BM.
Forbidden Lore and Ancient Curses - Go To BN.
Way of the Axe - Go to CN.
Mind and Body: Lessons from the Avarastia, Dwellers of the Desert
- Go to BO.
Brz’Grit’Kala- He Who Follows and Waits - Go to BP.

111
BL
... It was soon after I had founded the town of Rotbottom that Siegfried
VonShadowhammer came to build his estate. Even now, I still remember
when he first joined me for dinner. He was young and dashing, though
there was a slight sickly aspect to him. I would find it strange in later years
that he never seemed to age.

It was soon after this that the peasant farmers started to complain of
wolves slaughtering their poultry in the night.The area was still largely un-
settled, so such things are to be expected, but the superstitious folks were
quick to blame it on the newcomer. Try as I might, I could not talk them
down. Led by Helga Vinterhorn, the hunter, they lit torches and gathered
outside his newly formed manse to yell for blood.

None remember what happened that eve. We all woke


the next morning in our own beds with cloudy minds
and no recollection of how we arrived there.
In our explorations, we found Helga Win-
terhorn, afflicted with the same sickly
aspect as Siegfried. She informed us
that she had become VonShadowham-
mer’s bride, though there was no joy in
her voice when she spoke. She was not
seen much after that day, relegating her-
self to Siegfried’s manse.

The others who had riled the mob disappeared over the coming months.
Gunter was crushed by a falling tree. Myla was hunted down by a pack
of wolves. Volker went slowly mad before taking his and his family’s life.
None ever came for Siegfried again after that...

• Return to BK.

T H E C R Y P T OFS E I G F R I E D
V O N S H A D O W H A M M E R
BM
Huh. Did you know that the tide of life energy permeates through
us all and ebbs and flows like the tide and moon? Fuckin’ rad.

Vampiric Aura Cooldown: 6


• The Rogue who read this book gains the following ability:

Target any creature. Make a Magic Attack Roll vs their

BN
Resolve. Gain health equal to the damage done in this
manner. If you fail, instead subtract the result of your dice
roll from the target’s resolve.You lose that much health.

• Return to BK.

Ph’nglui mglw’nafh PooPoo PeePee. R’lyeh wgah’nagl


fhtagn!

Fuck.You probably shouldn’t have read that.

• Gain the flaw:

You gain the condition: Shunned (3). This flaw can not
Anathema

be removed by a life coach.

• Return to BK.

113
BO
Okay, so if I plant this foot here and lean into the stretch... don’t
forget to breathe! Huh. This is almost as good as drinking.

• Your Luck stat increases by 1. When taking the Recoup action


Almost.

during the rest phase, you gain an additional 2 health, not to ex-

BP
ceed your max.

• Return to BK.

From the dread city of Bhtkn, perched on the precipice at the end of time,
he waits and watches. Ever will his earthly aspect be at your back, as a
shadow follows form in the sunlight.You will feel his presence and he shall
make himself known.

• Gain the flaw Haunted.

Roll vs TN 4. If they fail, they gain the condition:


Haunted

Defenseless [-2](2).
Target a random adjacent ally.They must make a Resolve

• Return to BK.

T H E C R Y P T OFS E I G F R I E D
V O N S H A D O W H A M M E R
BQ
A statue
of Illisus, Deity of Redemption,
stands proud in this room. Their
two hands stretch out with open
palms facing toward the ceiling.

• Mark off one box on your-

statue 50 coin to remove any flaw, even if the flaw in question


torch
• Any Rogue may offer the

could not be removed by a life coach. • Each Rogue may do this


once in their life.

BR
Five clay pots are scattered
throughout the room.Two of them
are smashed, their shards uncere-
moniously adorning the floor.

• Wanna smash any of em?


• Mark off one box on your
torch

115
BS
This pot contains 1 Healing Potion and 1 Holy Water.

BT
• Divide loot as normal.
• Return to BR.

You’re not sure who spent so much money to have this skull plated

BU
You find a Skull (1 slot, 60 coins).
in gold, but you know someone who will buy it.

• Return to BR.

Your hand plunges into the ash and begins to tingle as whatever is in

That Rogue must make a Luck Roll vs TN 4 using their current


this pot begins to seep into it. Seems like you’re in for a ride.

luck amount. If they fail, the game the condition: Drugged (2).
Roll randomly to determine which Rogue reached into the pot.

• Return to BR.

T H E C R Y P T OFS E I G F R I E D
V O N S H A D O W H A M M E R
BV
This door seems to be locked! Do you have a silver key?

• If so - Go To BW.
• If not - Return to BH.

117
BW
This room is lined in rich tapestries. Two detailed statues stand on
either side, watching over the single ornate sarcophagus. This is all
in stark contrast to the bones and detritus that litter the floor.

Skeletons slowly stand up among the piles of bones, ready to defend


this chamber. They are coming from every direction! This might be
your last stand, Rogues...

• Mark off one box on your torch

THEC RY P T OF S E I G F R I E D
VON S H A D O W H A M M E R
ETN: 4
Skeleton Warrior - Skeleton Warrior -
Skeleton Archer - Skeleton Archer

If the Rogues defeat them, immediately start the following combat:

ETN: 5
Skeleton Warrior - Ominous Presence - Skeleton
Archer - Skeleton Abomination

• If the Rogues survive - Go to BY


• Unless they have received a scar, in which case - Go to CG.

119
BY
The skeletons that had surrounded you now lay at your feet, noth-
ing more than piles of bones. The exertion left sweat beading on
your brow, which is now turning cold as you pant to catch your
breath. The adrenaline surge has left you feeling shaky and strange.
It seems it isn’t over yet, however.
Suddenly a great gust of wind with no visible source snuffs out your
torch.The entire room goes as dark as... well, as dark as a tomb.The

BZ
sounds of Ominous laughter comes from all around you.
For fuck’s sake. Seems like this’ll be a dramatic one, Rogues.
Do you want to relight your torch?
• If so - Go to BZ.
• If not - Go to CD.

• Mark off one box on your torch

The torch sputters back to life, casting a dim light on the chamber. A
man now stands by the coffin, dressed in noble garb that was out of
fashion when your grandparents were young. He leans on his cane,
his bald pate looking grey.An amused smile plays across his lips as he
sits upon the now open sarcophagus and surveys the scene around
him.

• Ask, “Who are you?” Go to CA


• Ask, “Where the fuck did you come from?” Go to CB
• Fuck talking, you’re here to kill - Go to CC

T H E C R Y P T OFS E I G F R I E D
V O N S H A D O W H A M M E R
CA
“It is strange that you would come into a man’s home and demand
his name. Let it never be said that I do not offer hospitality, how-
ever. One must ever be mindful of proper decorum. My name is
Siegfried VonShadowhammer, true lord of Rotbottom. I now have
a question for you in turn: why have you killed the guards that
watched over my slumber?”

• “Oh, that was an... accident.” Go To CH


• “The same reason we’re going to kill you, chump.” Go To CI

CB
• Or run back out the way you came as fast as your legs can carry
you - Go To CJ

“Where did I come from? That is a strange question to ask of a man


in his own home. Well, one of my abodes, at least. I can not help but
wonder if the others still stand. It has been... a long time. Now tell
me, is there a reason you have killed the guards that watched over
my slumber?

• “Oh, that was an... accident.” Go To CH


• “The same reason we’re going to kill you, chump.” Go To CI
• Or run back out the way you came as fast as your legs can carry
you. Go To CJ.

121
CC
You quickly line up to deal with this dusty old noble. You killed
enough undead in these catacombs, what’s one more? The man
smirks for a moment and then becomes a blur, as he moves almost
faster than you can perceive. You quickly turn around - he’s gotten
behind you!
This is not great, Rogues.
• Reverse your marching order.

ETN: 6
Siegfried VonShadowhammer

CD
• If you survive - Go To CE.
• If you Escape - Go To CL.
• If all Rogues are killed except those that have the condition:
Fooled.
• - Go To CF.

Strange whispers fill the air, drilling deep into your subconscious.
It feels as if they scratch at your very brain itself! You can feel your
will dripping out of you, like sap from a newly tapped tree... or ale

• Each Rogue must make a Resolve Roll vs TN 4.


from a leaky keg.

Fooled [Source: Siegfried] (∞).


• Any Rogue that fails gains the condition:

• They may attempt the roll again as an action on any of their

C R Y P T OFS E I G F R I E D
turns. If successful, they lose the condition.

T H E
V O N S H A D O W H A M M E R
Suddenly, all the candles in the room light at once. A man now
stands by the coffin, dressed in noble garb that was out of fashion
when your grandparents were young. He leans on his cane, his bald

CE
pate looking grey. An amused smile plays across his lips as he sits
upon the now open sarcophagus and surveys the scene around him.

• Ask, “Who are you?” Go To CA


• Ask, “Where the fuck did you come from?” Go To CB
• Fuck talking, you’re here to kill. Go To CC.

Siegfried stumbles backwards, covered in numerous wounds. He


peers down at his punctured torso, a look of shock playing across
his face.

“How... DARE YOU?”

He screams in rage, the sound heavily reverberating off the stone


walls. His body then falls apart, each piece becoming a bat in a mas-
sive swarm! They fly all around you, obscuring your sight and making

• Every Rogue must make a Luck Roll vs TN 6 using their


it hard to move or breathe. You can’t even see the Rogue next to
you.

current Luck total.


• If any single Rogue succeeds, you manage to keep your torch lit.

Handbook on page 44 for that.


If you do so, Go To CO.
• If the Torch goes out, follow the rules in the Rogues

• For those that make it back to Rotbottom, you now have a


vertical scar on your forehead, right between your eyes. It seems
you have been marked... Be sure to write that in the
notes on your character sheet.

123
CF
Everything goes dark.Vague memories and half memories assail your
mind. You remember the door to an old mansion, a shield of silver,
and tears the color of blood. Stairs, endless stairs... are you carrying
something? When was the last time you saw daylight?
You awake with a gasp. The water in this ditch is cold and smells ab-
solutely terrible. It’s not the first time you’ve awoken in the gutters
of Rotbottom, but never before have you felt so... empty.Your hands
run over a note that is pinned to your chest, the needle holding it
there actually puncturing your chest. It says but a single sentence:
“Do not come for me again. -S”
You stand up in the cold early morning sun. Looking down, you
see a reflection of yourself in the cold waters. A vertical scar, red
and fresh, runs between your eyes. Mark this in the notes on
your character sheet.
You’ve finished this delve. Take a rest phase - you’ve earned it. You
have a feeling you’ll be seeing Siegfried again someday...

THEC RY P T OF S E I G F R I E D
VON S H A D O W H A M M E R
CG
Whatever was once in this room seems to have left. It is likely out
there in the wider world somewhere. You have a feeling you might
just find it someday...
The good news is there is some cool old shit in here. It’ll likely be

There are 4 “antiques” in this room, worth 200 coin each.


worth some heavy coin.

125
CH

CI
“An accident, you say? Ah, yes. Such things do happen. They were
at their job for a very long time. Doubtless the magic that animat-
ed them was starting to fade. I am willing to forgive you for your
sleight, but the loss of my servants must still be paid for. I’ll need
more skeletons to replace the ones you destroyed. Do not worry, my
new friends, it will not hurt... for long.”

• Go to CC.

“Ah, how amusing. I very well could kill you now, but I appreciate
your ambitions. I warn you, though - the higher one would climb, the
farther they ultimately fall. I know this... personally.

CJ
Yes, instead of ending your lives, I will present to you a gift. You will
receive it and go on your way. “

• “Wait, really? Yeah, sounds good.” Go to CK


• “I have a better idea. How about we kill you and take it in-
stead?” Go to CC.

Choose one Rogue to make an Escape Roll vs TN 5


for the entire party. They will lead the flight attempt.

• If they succeed, Go to CL.

C R Y P T OFS E I G F R I E D
• If they fail, Go to CC.

T H E
V O N S H A D O W H A M M E R
CK
“This was a gift from my wife, long long ago. There was a time she
would have plunged it into my dead heart, but I won’t bore you with
old stories. Instead, I ask that you take it out into the sunlit world
again and put it to use. It would make me happy to think that
something of hers would feel the warm glow of day again.”
He presents to you a dagger with a handle made from of bone.
Strange runes are etched along the blade. It is gifted to a random
Rouge. That Rogue gains the following Quality and Flaw:
Quality -

The Dagger Feeds


When you next make a successful attack, you gain a
half roll of health.

Flaw -

and gain the condition: Potent (2). This flaw can not
The Dagger Feeds
The dagger cuts into you.You lose a half roll of health

be removed by a life coach.

“Now, I must insist that you leave.”


And with that, you suddenly find yourself back outside the room in
the hallway. Your forehead stings and fresh blood drips onto your
nose. Reaching up, you feel a fresh wound already scarring over, di-
rectly between your eyes.
• Each Rogue Marks down the wound on their character sheets
in the notes section.
• Go To BH.

127
CL
You hear wicked cackling laughter as you flee the chamber. As you
run into the hallway, you hear the door slam shut behind you. Your
forehead stings and fresh blood drips onto your nose. Reaching up,
you feel a fresh wound already scarring over, directly between your
eyes.

Each Rogue Marks down the wound on their character sheets in


the notes section.

• Go To BH.

CM
Well, this looks blocked off. Looking at the ceiling, you can
see the marks of pick axes. Did someone do this on purpose?

• Speaking of pick axes, if you had one, you could try and clear this
junk out of the way...
• If you have a pickaxe and want to try to mine these rocks
- Go to AR

C R Y P T OFS E I G F R I E D
• If you want to go back the way you came, Go to X

T H E
V O N S H A D O W H A M M E R
CN

CO
This book is fricken brutal! Your favorite page is the 20 different
ways to kill a person and 6 to kill their ghost. You can’t wait to get

• Gain +1 to all damage you do... forever.


in your next fight!

• Return to BK.

The Bats stream out of the room.The noise of their fluttering fades
as their distance grows, leaving you in a completely empty cham-
ber. Your forehead stings and fresh blood drips onto your nose.
Reaching up, you feel a fresh wound already scarring over, directly
between your eyes.

Each Rogue Marks down the wound on their character sheets in


the notes section.

• Go To CG.

129
Thank
You, Kickstarter Rogues!
FB
Oh, you got through it? The Rogue's life isn't
all it's cracked up to be, huh? Well, you're in
luck, because misery loves company.

• Want to keep up with Marching Order stuff?


• Find cohorts to play with?
• Post pictures of your play space?
• Talk smack about Sigurd over a drink?
• Go to facebook.com/groups/marchingorder

Join the Marching Order Facebook group,


Rogue. You've made worse decisions.

133
NECK DEEP
The Sewers of Rotbottom
A D E LV E F O R M A R C H I N G O R D E R R P G

The Sewers of Rotbottom is a


randomly generated Delve you
can replay repeatedly while
you wait for us to get our act
together and release the next
collection of delves. There's
adventure, monsters, some
coin, and a whole lot of shit. If
you’re sitting there wondering
how you got so lucky, hey it’s
all part of that Rogue life.

RATCATCHER
N

“If you can dodge a wrench,


EW

you can dodge a trap!”


RO
GU

Find it soon at
CrumblingKeep.com/marchingorder
E
Crumbling Keep, Marching
Order, and their associated logos
are trademarks of Crumbling
Keep LLC.

Product Identity: The following items are hereby identified as


product identity: All trademarks, registered trademarks, proper
names (characters, place names, etc.), dialogue, plots, story
elements, locations, characters, artwork, graphics, maps, sidebars,
and trade dress.

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. ©2021 Crumbling Keep LLC, 2032 SE


Ankeny St. Portland, Oregon 97214, USA.
Delvers
Guide

©2021 Crumbling Keep LLC


CrumblingKeep.com/MarchingOrder

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