Marching Order
Marching Order Rulebook
Table of Contents
Table of Contents
Welcome
Marching Order, a game of dungeon-crawling rogues, backstabbing, and coin. You'll take your party through cramped hallways and claustrophobic tunnels and test your metal against the monsters in the dark.
Bring your torches and bandages, find your place in line, and try not to die. It's best to keep one of your allies between you and the hordes...
Glossary
There are going to be terms we use in Marching Order that repeat throughout the zine. Let's get on the same page, shall we, and try to stay awake!
1d6, 2d6, etc. - First time playing an RPG? No worries, Rogue. You have to start somewhere. Some tasks may say to roll 1d6 or 2d6, etc. The number before the "d" just tells you how many times you need to roll a standard 6 sided dice. Add all your rolls together to get your result.
Active - The side of the battle line whose turn it is (either the Rogues or the enemy.)
Allies - Anyone on the same side as a creature is an Ally. They exist on the same side of the Battle Line. Creatures allied with Rogues are also considered Rogues for purposes of targeting.
Attack Rolls - Attack rolls are a specific type of roll. They work like the rolls mentioned on page 11, but with an important difference: attack rolls can do damage! Attack rolls will often be phrased in the following way: "Make a Physical Attack Roll vs the target's Defense." In the case of an Attack Roll, the trait is still added to the roll of the dice. The Target Number (in this case, the target's Defense) is then subtracted from the result. If this number is a positive number, the target loses that much health in addition to any other condition listed in the ability. If a roll is not listed as an attack roll, it does not do damage - it will only do the conditions listed in its description.
Bullshit Dice - The Bullshit dice is rolled at the end of every creature's turn. If the number rolled matches a Trait on their character sheet, that Trait activates.
Coin - Coins are an abstract unit of currency. It's why the Rogues adventure. They'll use it to equip themselves, heal, and level up. There are no experience points, just cold hard coins.
Condition Dice - These are like cooldown dice, but they track Conditions that modify creatures for better or worse. They will be noted in the text like so:
Condition: Weakened [X] Any attack rolls this creature makes suffers a -X penalty.
"Weakened [-2]" would be written on the affected creature's sheet and a dice would be placed next to it with the number "3" showing. At the beginning of the creature's turn, that dice counts down by 1. The creature is affected by the condition until the dice is removed. Conditions of the same name can not be stacked to be stronger, but their durations can be extended. If a creature with weakened (3) would receive weakened (2), it would become weakened (5). That character's Physical stat would still only suffer a -2. The highest level of a condition is always the one used. (Weakened [-3] would take precedence over Weakened [-2])
Cooldown Dice - Many abilities use Cooldown Dice. They will be listed next to the abilities name like so: [Cooldown: 4]. When this is the case, place a dice on your character sheet with the appropriate number shown (in the above example, the dice would show the number 4.) Jot down a note next to it so you can remember what it is for. During the Cooldown section of a Rogue's turn (see page 46), every cooldown dice gets reduced by 1 (a 4 becomes a 3, a 2 becomes a 1, etc.) If the cooldown dice would become a zero, instead remove it. This ability can now be used again. These do not reset between encounters.
Creature - Creatures are any being that takes up a space in the marching order. Both enemies and Rogues are creatures.
Delve - An adventure. A dungeon. Something that'll make you money. For Marching Order, a Delve refers to any time you are actually playing the part of the game that involves rolling dice, killing monsters, and exploring rooms.
Dice - You're going to need some regular 6 sided dice for this game. Pillage your monopoly box. Threaten uncle money bags if you have to. Burn parkplace to the ground if you must, just get those dice.
Enemy - Any creature who is not a Rogue is an Enemy. They exist to the right of the Battle Line.
Half Roll - Sometimes a half roll is called for. In this case, roll a 6 sided dice and divide the result by 2, always rounding up. This goes for any roll you halve: Always round up.
Marching Order - Marching Order is the order your Rogues (and the enemy) will be in. A Marching Order generally consists of 8 spaces; 4 for the Rogues and 4 for the enemy. Dividing it in half is the Battle Line. The Rogues will be to the left of the line and the enemy to the right. The spaces between a Creature and the Battle Line are considered forward. The spaces in the opposite direction are considered backwards. Another way to think of this is that the direction of the enemy is forward. Away from them is backwards.
Rest Phase - What good is money if you can't spend it? After each delve, the Rogues get a Rest Phase. This is when you'll heal up, go carousing, and buy more gear.
Rogue - Hero isn't exactly the right word. The Rogues are the mercenaries, low lives, and opportunists the players will take down into the dungeons.
Rolls - Whenever a roll is called for, you'll roll a 6 sided dice. Generally, the roll will be modified by something. A physical roll will add your physical stat to the result showing on the dice. A magic roll will add your magic stat and so on.
Rolls will often be phrased in the following way: "Make a Physical Roll vs the target's Resolve." This means you roll a 6 sided dice and add your physical stat. If it equals or is above the target's resolve, it is successful. If it is less than it, the action fails.
Stats - Each Rogue has a number of statistics used in the game. A brief description of each is below:
- Price - How many coins it takes to bring the Rogue into your party. You may end up with more Rogues than you can use at once.
- Physical - Used in physical attacks and other actions involving brute strength.
- Defense - A combination of fighting technique and armor, representing how hard you are to hit.
- Health - A measure of your vitality. When your Rogue is out of health, they are dead. Do not pass go, do not collect any coins. I hope you saved up enough to bribe another fool to go on the next delve for you. Your health can not be raised above your maximum unless a condition explicitly says so.
- Magic - A Rogue's ability to deal with magical situations or power spells for those who have studied the dark arts.
- Tinker - Used to interact with traps and machines of all types.
- Awareness - Sometimes not all is as it seems. A Rogue rolls awareness to see the unseen.
- Escape - Each encounter has an escape TN listed (ETN.) If a Rogue is in the back most space of the Marching Order, they can attempt to escape by making an Escape Roll vs the TN listed in the encounter description. See page 43 for more details. Escape is also used when the Rogue needs to move in a hurry.
- Luck - Luck consists of 2 numbers: a maximum value and a current value. You can spend a point of luck at any time to reroll any dice. When making a luck roll, use the current value.
- Resolve - A mixture of willpower and bravery. You'll see horrible things in the depths; do you have the stomach for them?
Starting Your Party
Step 1: Setting Up the Game. You should have a few components in this little package. First, there is the book you're reading. This is your core rule book and will tell you everything you need to know. The other book is your delves. Once you're ready to go adventuring, you'll flip to the first page in it. In addition to the two books, there is a deck of cards. These are your little quick references for all the Rogues and Enemies. You'll also use them to keep track of your marching order and who's gone in a turn. If you're feeling fancy, you can use miniatures instead of the cards, but I'd keep the cards handy for reference nonetheless. While there are character references in the Rogues Handbook, you're probably going to want your own character sheet. Go to crumblingkeep.com/marchingorder/sheets to download and print any of the character sheets or monster sheets for these delves.
Step 2: Get Your Coin. Next up, you're going to get some coin. Don't get too excited; you're going to spend it right quick. The amount of coin you start with depends on how many players you have going down into the delve. The more players that play, the less coin you get. Sorry, bub; that's just how it goes. No one ever said friendship was cheap.
| Players | Starting coin |
|---|---|
| 1 Player | 500 coins to be spent on 4 Rogues. |
| 2 Players | 250 coins to be spent on 2 Rogues each. |
| 3 Players | 150 coins to be spent on 1 Rogue each. |
| 4 Players | 150 coins to be spent on 1 Rogue each. |
Step 3: Buying your Rogues. Once you get your coin, it's time to buy your rogues. The above chart lets you know how many you need to buy. A proper party has 4 Rogues and you'll want to fill it up. You can buy more Rogues in the future, but you'll have to choose which ones you take into the dungeon (one player chooses 4, two players choose 2, and 3 or 4 players get 1 each.)
Now it might be tempting to buy the most expensive Rogue you can, but you might want to save yer money. You're likely going to need other gear to get through what lies ahead of you. If I were you, I'd shoot to just make enough money in the dungeon to buy another Rogue later. Then again, if I were you, I probably wouldn't be risking my neck in those cramped tunnels either. Just a tip from a veteran of delving - you might want to pick up some antivenom and torches for that first delve. You'll probably need some other things, but I can't ruin all the fun, can I?
3 Player game. So you got yourself a 3 player game, huh? Well, you need 4 Rogues and 3 doesn't divide into 4 real well. Rather than listen to you all whine about who gets the extra body, you get the Construct for your 4th Rogue instead. Got a problem with that? Get another friend... or tell one to get lost. I'm too hungover for this shit.
The construct works like one of the monsters - when it gets to its action phase, you'll roll a dice to see what it does. The rest of its turn proceeds as normal. If it dies, you get a new one once you get out of the delve. You can find the Rogues on page 62.
Step 4: Fleshing out your Rogue. Now that you got yer Rogues, it's time to flesh 'em out. You can name them if you want. It might be handy to have something to put on their tombstone. I don't know that anyone will remember their names, either way.
Next, take a look at their actions. One is labeled "Basic Action." That's a freebie action you're stuck with. After that, take a look at the other ones. They're all really cool, but you only get to pick one to start with. Put a little check mark in the box next to the name so you can remember which one you have. If you want more of them, you can pay to get trained once you have some coin.
Next, you're going to take care of your Traits. You don't get to pick these; whatever god your Rogue believes in gifted (or cursed) them with these abilities at birth. No one ever said the dungeon life was fair.
Roll a dice for your Qualities. Whichever one you get, write it in the top most box in your Traits section on your character sheet. Next, roll a dice for your flaws. Put that one in the bottom most box in your Traits section.
Congratulations, you got a Rogue. If you have more than one, repeat this step until you finish 'em all. Come find me in the tavern when you're done.
Step 5: Shopping. This is it. After this step, you're going to be ready for the Dungeon. This is what's available at the general store in Rotbottom, your ever loving home. Gear up your Rogue with your remaining coin. Each Rogue only has so many slots to put items in. Outta slots? Learn to pack lighter. Rogues are also greedy by nature: once they have an item, they can't give it to someone else. The type that go down into dungeons for pay ain't exactly the altruistic type, if you catch my drift.
Coin is another story though. Coin belongs to a player, not a Rogue. Players can spend coins on any of their Rogues or use it to buy new Rogues all together. It might not be fair, but hey, that's life.
If you're done with all this, you can hop on over to Delving and How to Play on page 38. Good luck, merc. If I see you again, first drink is on me.
Welcome to Rotbottom
Enough of the word learning. You're here to delve into the dark and get rich, ain't ya? Well, you know what they say - You gotta spend coin to make coin. Let's get going.
Services
You're itching to get into the dungeon, I get it. Trust me, after you leave it, you'll keep itching for weeks. There won't be a bath or a sawbones that can fix it, but I digress.
Before you go, you'll need equipment. Thankfully, Rotbottom General Store has all the things an adventurer needs and a good few they don't. I got a tip that there might be some dark rooms and venomous creatures on your first delve. I'd shop appropriately.
Each service, once per rest phase.
| Service | Cost | Description |
|---|---|---|
| Recoup | 0c | Heals 1d6 Health between adventures and restores all spent luck. You may do this once per rest phase. |
| Drinks at the Inn | 10c | Heals 1d6 Health per stay. |
| Room at the Inn | 15c | Heals 2d6 Health per stay. |
| Training | 50c | Gain another action type on your character sheet. |
| Life Coach | 50c | Get rid of one negative trait. |
| Carousing | 10c | Roll on the Carousing table (pg 26). |
| Resurrection | 500c | Brings your dead Rogue back to life. They can go to hell some other day. |
Carousing
Roll the dice three times and add them together for your carousing result.
| Roll | Description |
|---|---|
| 3 | How much did I drink? Lose an additional 1d6 coins. |
| 4 | He was a fine lay, but he gave me the itch. Lose 2 health. |
| 5 | I made quite the ass of myself... Any services bought during the next rest phase cost an additional 5 coins. |
| 6 | My splitting head, damn the gods. Gain the following flaw: Seven hells, I'm hungover. All of your cooldown dice increase by one. This flaw goes away after the next delve. |
| 7 | Damned if I can remember what happened. Nothing happens. |
| 8 | Unlucky at love, lucky at cards... Gain 2d6 coins. |
| 9 | I scored something pretty, I did. Gain a dose of Night Owl. |
| 10 | Well, at least someone was buying me drinks. Gain 1d6 coins. |
| 11 | A hop head traded me his lucky goblin toe for a fix. Gain +1 luck on the next delve. |
| 12 |
General Store
Rotbottom General Store - Cost in Coin / # of Slots. Items in the store:
| Item | Cost | Slots | Description |
|---|---|---|---|
| Alchemist's Fire | 25c | 1 sl | Make a +2 Physical Attack Roll against each enemy. |
| Anti-Venom | 10c | 1 sl | Removes the Poisoned condition. |
| Backpack | 50c | - | Adds three more inventory slots (Can only own one per Rogue.) |
| Bandage | 15c | 1 sl | Heals a half roll of Health. |
| Caltrops | 10c | 1 sl | +2 to Escape Rolls, single use. |
| Healing Potion | 30c | 1 sl | Heals 1d6 Health. |
Rogues are also greedy by nature: once they have an item, they can't give it to someone else. (See Step 5 above.)
Quasar Gambling Hall
What better way for a Rogue to spend their hard earned coin than gambling it away in a smokey den full of seedy characters? This is the place where folks like yourself come to throw dice and swap stories. If they're lucky, they'll leave without a knife in their ribs.
There are three games available to play.
Hack-and-Slash
- A player may play this game once during any rest phase.
- Cost to play: 10 coins
To play this game, you'll need 6 dice of one color and 6 of another. Pick one set of dice as your "Hack" dice. The other dice will be your "Slash" dice by default.
Roll all of your hack dice. Take any sixes you roll and put them aside - these are worth coin! For any dice that rolls a one, you'll add one of your slash dice into the mix to be rolled next round. Each 6 you rolled is worth five coins. You can choose to cash out and take your money or try again for even more. If you decide to try again, you must roll any slash dice that you've put into the mix as well.
If your slash dice roll a 1, it's over for you - you're leaving without any coin. There's good news, however. You can spend a luck point to reroll one of the dice. It might be a risky proposition to be spending luck right before your next delve, but who am I to tell you how to live?
Keep rolling until you either get all sixes on your hack dice, get a 1 on your slash dice, or you decide to cash out.
Piss-on-our-Graves
- This dice game is used in games with multiple players.
- It may be played any number of times during the rest phase.
- Cost to play: 5-25 coins, as decided on by the players.
Each player needs six dice. There are two ways to win the pot:
- Match the win condition on the face up side of the card.
- Being the last person left in the game.
The two win conditions on the card are as follows: Having six dice that all read the same number (Six of a Kind). Having a consecutive run of all 6 dice from 1-6 (having a dice for each of those results) (Straight).
Each player rolls their dice and keeps them secret. Put 'em under a cup, hide them with your hands, use a screen - whatever works for you. Take one more dice (make sure it's unique - this'll be your bullshit dice) and have each player roll it, rerolling any ties. The high roll goes first. Reroll that dice and place it in the center of the table. If it's even, display the "Even" side of the victory card face up. If it's "Odd", display the odd side instead. Roll 4 more dice (your wild dice) and place 'em in the center as well.
When it's your turn, you may ask any other player for a dice of a specific number. "Hey Charlie, do you have any fours?" If Charlie has any number of fours, he has to give all of them to you. You have to give Charlie a like number of dice in return of your choosing. At the end of this exchange, you should still have five dice. If Charlie didn't have any fours, he can ask you for a dice instead. All the same rules apply.
Instead of requesting a dice, you may instead take one of the dice from the center of the table (excluding the bullshit dice) and replace it with one of your own. If neither of these options sound good because fate cursed you with a real crappy hand of dice, you can just reroll them all instead.
If, after this, you have met any of the win conditions, reveal your dice - you get all the coin. If not, reroll all the dice in the center and refer to the following chart.
Piss on our Graves chart (the same chart applies to both the Six of a Kind and Straight victory cards):
| Roll | Result |
|---|---|
| 1 | YOU'RE IN THE GRAVE. You're out of the game. Sorry, bub! |
| 2 | THE NOOSE IS AROUND YOUR NECK. Roll the die two more times, ignoring any result that is not a 1. |
| 3-5 | OFULCLES FARTS. Flip the Victory Card. |
| 6 | PISS ON OUR GRAVES. Select another player. You and that player reroll all of your dice. |
Play then passes to your left. The next player does the same. Play continues until someone wins, someone gets stabbed, or someone calls the town guard.
Delvers Dice
- A player may play this game once during any rest phase.
- You'll need 16 dice to play this game.
- Cost to play: 10 coins
For set up, roll four dice. These are your first floor. Set them on the table side by side. Next, roll three dice. These are your second floor. Stack them on top of your first floor dice as if you're creating a pyramid (because you are.) Then roll two dice to stack on top of those, and finally roll a single dice to put on top. This is your delve, consisting of your delve dice.
Delver's Dice Tower: 4th Floor x2 (1 die) / 3rd Floor x3 (2 dice) / 2nd Floor x4 (3 dice) / 1st Floor x6 (4 dice). The tower is printed with a coin icon beside each multiplier.
The other 6 dice will be your Rogue dice. Roll the Rogue dice. If any of the results match an uncovered dice (at this point, it will only be the dice on the top of the pyramid, but there will be more as you match more dice), put both the delve dice and the Rogue aside, but be sure to keep track of what floor they came from! I suggest putting them on the diagram above.
If none of the results matched, get rid of one of your Rogue dice. Sucks to be you. You may now reroll all your Rogue dice and repeat the process. Once you are out of Rogue dice, count up the delve dice from each floor that you acquired. Multiply that by the result listed below. That's how much coin you are walking away with.
Set Your Marching Order
There's a nice little chart below that tells you how many rogues you'll be bringing in the dungeon. Figure out which of your rogues that's going to be. If you're just starting out, chances are you'll have just enough rogues to do it.
You may end up adding more creatures to your marching order during a delve! You may not have more than 6 creatures in your Marching Order at one time (though your enemies suffer no such limitation.) If a creature would be added to your marching order and you already have 6 creatures in it, either remove one of the creatures already in it or do not add the new creature.
You made some Rogues. You did some shopping. Now you're almost ready for your first Delve. We gotta get some things straight first, merc. Just like cards and dice, you gotta know the rules of the game before you can play.
Find the card that corresponds to your rogue. Now cooperate with your fellow players to decide what your initial marching order is. Can't cooperate? Roll dice and let the high roll decide. Place the card of your first Rogue the furthest to the right. Place the card for the second Rogue in the Marching order to the left of that and so on. I wouldn't expect to stay where you are, merc. The delves get chaotic.
Reading a Delve Entry
Marching order is made up of a series of delve entries. If you've ever read one of them book things that let you choose your own path, you're ahead of the curve here. Each entry can give you things to fight, things to explore, choices to make, etc. Let's take a look at one, huh?
The entry layout (numbered callouts from the Rogues Handbook diagram):
- The letter of the entry you are currently reading.
- The scene. Describes the scene, room, or action of the entry. They are listed in order within the current delve.
- Do this right away. You gotta do whatever is listed here right away. Normally, if you're in the dark, that involves marking off some torch uses. See Light and Darkness below.
- The enemies. These are the baddies in the room. The number listed afterwards (The ETN) is how hard it is to run away from 'em. Before you get to do anything else, you're going to have to fight them. See Combat on page 45 for all the gory details.
- Other things. Now it's time to do some reading. If the room contains anything other than ruthless brutes trying to cut your throat, it'll be listed here. You also might get to make some decisions.
- Where to go next. Once you're ready to move on, you gotta choose which way to go. If you notice on the map, the passageway out of this place is labeled with a letter. If you're a smart Rogue, you probably realized these letters correspond to other entries. Some entries will have multiple passages you can choose from. Whichever way you decide to go, flip to that entry next.
The Rogues Handbook's worked example reads as follows:
According to the text, there is a casket here to interact with. If you decide to open it, you can go to passage "N" to find out what happens. No one is forcing you to do it. If you got a bad feeling in your gut (and you're sure it's not from the swill that the tavern calls ale), you can ignore it all together. It's what I do with most of my problems and it turns out fine. If you do, just stay where you are.
Delving and How to Play
Rolls
Whenever a roll is called for, you'll roll a 6 sided dice. Generally, the roll will be modified by something. A Physical Roll will add your Physical stat to the result showing on the dice. A Magic Roll will add your Magic stat and so on.
Rolls will often be phrased in the following way: "Make a Physical Roll vs the target's Defense." This means you roll a 6 sided dice and add your Physical stat. If it ties or is above the target's defense, it is successful. If it is less than the target's defense, the action fails. Other times, a roll will be made against a static Target Number instead of a stat. This will be abbreviated as TN. Rolling against TN 3, for example, would mean the result of your roll would have to equal or exceed 3 to succeed.
If a Roll does not call for a stat, just roll 1d6 and add any modifiers it mentions. Make a +2 Roll, for example, means roll 1d6 and add 2. No stats are involved.
Attack Roll
Attack Rolls are a specific type of roll. They work like the rolls mentioned above, but with an important difference: Attack Rolls can do damage!
Attack Rolls will often be phrased in the following way: "Make a Physical attack roll vs the target's Defense." In the case of an Attack Roll, the trait is still added to the roll of the dice. The TN (in this case, the target's Defense) is then subtracted from the result. If this number is a positive number, the target suffers that much damage to their Health in addition to any other condition listed in the ability.
Half Roll
Sometimes a half roll is called for. In this case, roll a 6 sided dice and divide the result by 2, always rounding up. This goes for any roll or number you halve: Always round up.
Mapping
Look, I don't want to tell you how to live your life. I get it, sometimes you're in a rush to get the money and you ain't looking to do more paperwork. A smart Rogue, however, is going to make a map as they go. A really smart Rogue probably isn't going on a delve in the first place.
If I were you, I'd grab yourself a sheet of grid paper and draw out the map as you go. There's two reasons for this. First, you might want to get out of the Delve in a hurry. Knowing which way to go can help. Secondly, it's a lot easier to keep track of where you've been. If you've already killed the monsters in a room, you don't have to kill them again. A map and some notes can help you keep track of this.
If you want to get extra fancy, you can do this all on a dry erase grid map, like the type they sell for other fantasy games that we're not gonna mention here. Instead of the cards provided, you could keep track of the marching order with your own miniatures. Just make sure you have a good idea of who's who if you do. Break out whatever terrain you want, draw pretty pictures on the map - whatever makes you feel fancy. While you're at it, send us a picture of your setup at [email protected] or post 'em in the Marching Order Facebook group.
Light & Darkness
It's a good idea to take a few torches with you in case you end up in the dark. When you buy a torch, draw 4 small boxes by it (or keep track on our nifty character sheets.) If you go into a room that doesn't have light, the entry will tell you to mark a box off your torch. Once all 4 boxes are marked off, you'll have to start on another torch. Only one Rogue needs to mark off a box when this happens - we don't need to double up on the burnables.
Sometimes you'll go to a different text section in the delve when exploring a room (such as if you try to open a chest or deal with a spider's web.) If one of these text sections returns you to the room description and you haven't actually left the room, you do not have to mark off another box on the torch. If you leave the room and come back to it, however, you will mark off another box. It's a good idea to keep track of the halfway point in your torches so you know when to turn back.
Now what happens if you run out of light? Nothing good, merc. You're going to lose 2d6 health per Rogue as you flee the Delve to account for all the things in the dark taking pot shots at you and the walls you're gonna run into. If you managed to survive that, you're out of the Delve and back in good ol' Rotbottom. Since you're there, you might want to consider buying more torches for your next Delve, huh?
Combat
Here it is: the time we've all been waiting for. If you're going to go on a delve, you're going to want to know how to fight. Don't worry, Rogue. I've been in a few scraps. I'll hold your hand and show you the ropes.
First, you're going to line up the enemy in their own marching order. They're going to be placed to the right of the Rogues. The first enemy listed will go in the space directly to the right of your front most/ right most Rogue. The enemy listed second will go to the right of them, and so on. When you're done, you'll usually have 8 creatures in a row - four Rogues on the left and 4 Enemies on the right.
The area between the rightmost Rogue and the leftmost Enemy is known as the battle line. This is where it's the grittiest and the real damage happens. Any condition or effect that causes a creature to go forward will always send them towards the battle line, while anything that goes backwards will send them away from it. Rogues and enemies can never cross the battleline. That's your invisible wall when it comes to moving.
Now that you've got them set up, we need to see who goes first. Roll one dice for the Rogues and one dice for the enemy. It doesn't matter who rolls it. I trust you to figure it out. Whichever side rolls higher becomes active and is going to go first. If it's a tie, reroll until it's not. Once you resolve that, it's time to fight.
All of the creatures on the active side will take a turn. After that, all the creatures on the other side will go. You'll repeat that until someone wins, someone dies, or someone runs away.
The creature on the active side who is closest to the battle line and has not yet taken a turn this round takes a turn. Read that sentence once or twice more to pick it apart. Basically, if it's the Rogue's turn, the creature furthest to the right who hasn't already gone takes a turn. If it's the enemy, it's the one furthest to the left. Once a creature takes its turn, flip over their card so they don't accidentally go again.
Rogue's Turn
Let's talk about the Rogue's turn first, since they're a little more complicated. When it's a Rogue's turn, they're going to go through Three phases: Conditions and Cooldowns, Action, and Bullshit.
Conditions and Cooldowns. Resolve any ongoing conditions that are affecting the Rogue and reduce their corresponding die by one. For instance, if your Rogue is on fire, you'll take the damage now and reduce any die that is keeping track of how long you're on fire for. You'll also reduce any cooldown dice at this time as well. These do no reset between encounters. See "What are cooldowns and conditions?" below.
Action. This is your bread and butter. Each Rogue gets to take 1 action in this phase (unless some condition is telling you to take more.) Any Rogue can either move, use an item, focus, or escape. If a Rogue moves, they can switch places with a Rogue who is in front of them or behind them. It's up to the Rogue whose turn it is; the Rogue they are exchanging places with doesn't get a say.
If the Rogue wants to use an item, erase the item from your sheet and do what it says. Simple enough. If the item doesn't specify a target in its description, it can either be used on the Rogue themself or on an adjacent Rogue.
Any Rogue that wishes to focus may reduce all their cooldown dice by 1 as they catch their breath. With all that shouting and clanging, sometimes you just need a second.
If a Rogue is in the back most space of the Marching Order, they can attempt to escape. Make an Escape Roll vs the TN listed in the encounter description. If the Rogue succeeds, they are taken out of the combat, safe and sound... for now. If the Rogues win and there are no more enemies left, the Rogue returns to the end of the Marching order at the location the combat happened in. If you have multiple Rogues that ran away, figure it out. I'm not your babysitter.
If all the Rogues leave combat, either because they escaped or died, and there were still enemies left, the living Rogues retreat to the previous location and reestablish their marching order however they'd like. If you just got that whooped, you don't need me making it any worse on ya.
Other than the actions listed above, each Rogue also has character specific actions listed on their character sheet. The Rogue can (and often will) choose one of those instead. Each action explains how it works and lists any cooldowns. You may also skip your action as well. Do what the paper says, captain, and good luck.
Bullshit. Look, not everything in a delve is going to go as planned. The hallmark of a Rogue's life is copious amounts of bullshit, either for them or for the enemies they face. At the end of every round, you're going to roll the bullshit dice and see what bullshit may come. Roll a die and then look at your Rogue's Traits to see if one corresponds with what you rolled. If it does, it takes effect immediately. Read the trait, be it a Quality or Flaw, and do what it says. Maybe you just got lucky. Chances are, though, it's more bullshit.
You get this far? Good. Go to the next creature in order and repeat all these steps again. Once every creature on the active side has taken a turn, the other side becomes active. Let's talk about the enemy's turn.
What are cooldowns and conditions?
Many actions involve conditions and/or have a cooldown time. A condition is something that affects a creature - either the Rogue or enemy. A cooldown dice represents how long it'll be before you can use that action again.
When a creature has an ongoing condition, write it on your character sheet. Then put a dice next to it in the convenient box. However many rounds it lasts for is what the dice should read. For example, if you used an ability that would give a creature Defenseless [2] for 2 rounds, you'd write "Defenseless [2]" on their sheet and place a dice next to it showing the number 2. If you look back at the Conditions section on page 46, you'll see how that works.
Cooldown works the same way. If you used an ability and it has a cooldown period, place a dice on that ability with the appropriate number shown as listed in the ability's description. In the Conditions and Cooldowns phase, you'll count all these dice down by 1. If you have a dice that shows the number 3, change it so it reads 2. If a dice reads 1, take if off your sheet - you can use that ability again or that condition ends.
Enemy's Turn
The enemy's turn works a little differently. What they do is left up to fate. Just like with the rogues, start with the enemy closest to the front of the marching order.
Each enemy has a collection of numbered actions - roll a dice to see which one they'll take and then follow the instructions. After that, roll their bullshit dice. Congratulations! That denizen of the dark has gone, and now it's time to move to the next one in line.
Some characters have actions that are labeled as reactions. These are a very special type of action as they happen not on the Rogues turn. Each one has a specific trigger mentioned. When that trigger happens, the Rogue may activate that action. Cooldowns work normally. Repeat all this over and over again until one side is dead, has run away, or all the players are crying. If only some of the players are crying, keep going. Never stop if only Peter is crying - it just encourages him.
Loot
No one is going down into a delve for their health. You're there for the loot. Now that you've found some, how do you divide it up?
For coins, it's simple. Divide by the amount of players that are still alive and round up. Each player gets that amount. Where does that extra coin come from to make it even? Don't worry about it, just spend it.
For items, it's a little different. For each item found, anyone who wants it must declare interest. Roll a dice and add your luck score. If you get the high roll, you get the item. The downside is that you reduce your luck score by one - there's less of a chance you're getting the next one. For the sake of loot, a luck score can become a negative number. Don't worry, that luck score will go back to normal once you take the Recoup action during the rest phase. Oh, and some items mention they can only be used by specific character types in the description. If that's the case, don't get cute - you can't roll for an item you can't use.
Death
Ah, you didn't think the life of a Rogue was easy, did you? If a Rogue runs out of health, they're dead. There ain't no "saves" or "stabilizing checks," there's only an unending darkness, or perhaps eternal fiery torment, depending on what you believe. Now, it is possible to bring a Rogue back if you got the coin and anyone makes it out alive to Rotbottom. The Rogue will come back with all their stats and abilities, though all their gear has been plundered (see below). Course, it might not be worth the cost those priests charge for it.
If you got enough coin, you could also just buy a new Rogue and start from scratch with them. Hell, you might even have a backup Rogue already because you was smart and thinking ahead. If so, bully for you. Spank their ass and get ready to send them into a delve - they're all grown up now.
If you don't have the money to buy a new Rogue (and you don't want to take a torchbearer), it's time to start over. See the chart on page 17 under Get Your Coin and give yourself some money. Better luck next time, Cap.
Oh, and don't worry - your items don't go to waste. The remaining Rogues get to loot you just like they would a monster. You keep the coin, but the other Rogues get your gear. See Loot above.
Leaving & Returning to the Delve
Eventually, you're going to have to leave a delve. It might be because you accomplished your objective or it might be because you have to run away and nurse your wounds before you try again. Usually, you just leave a delve the same way you came in. If you finish your objective, there'll be special instructions on what to do next. Go grab yourself a drink and get ready for your next one.
If you're retreating, there ain't no shame in that. My Aunt Bertrice the Pick was a master at it and she lived to the ripe old age of 36. You can always go back into the delve again later. Here's the thing, though: when you re-enter a delve, all the monsters reset. That means everything you killed will have to be killed again.
The rest of the delve stays as it was. You don't have to worry about traps or other nonsense, but you don't get any items again neither. Thems the breaks. If you're waiting for Crumbling Keep to release more delves, just go back down into the same holes and drop us an email telling us to get on with it.
Oh, and one more thing - if you think you're an oh so clever Rogue whose just going to enter a delve and immediately leave again so they can heal, I'm gonna have to stop you right there. When your Rogues start any delve, they gain the condition: Motivated (10). That means they can't leave the Delve for 10 rounds. If you don't want to keep track of that, I ain't gonna be watching over yer shoulder. If you feel like you're gaming the game, you're probably doing it wrong.
Rest Phase
After exiting a Delve, you get to indulge in the rest phase. All conditions end during the cooldown phase unless otherwise noted. Cooldown dice also go away. The town of Rotbottom (page 26) has many services and goods you can buy before you go on your next delve. Be sure to make use of the free Recoup to heal up. If you need more health after that, it'll cost you coin. Some services/actions can only be done a limited amount of times each rest phase. See their individual descriptions for more details.
Congrats, you scoundrel, you did it. You're ready to go on your first Delve. Go grab a brew and take a piss, then line up your party and open the Delvers Guide. There's a decaying Manse to explore.
Rogues Appendix
Alchemist
Price 100 - Physical +0 - Defense 2 - Health 8 - Magic +0 - Tinker +1 - Awareness +1 - Escape +3 - Luck +2 - Resolve +1
Actions
- Acid In Yer Eye - Basic Attack. Target two creatures in the middle of the enemy Marching Order. If there are not two in the middle, target any two adjacent creatures. Make a Physical Attack Roll vs each target's Defense. If there is only one target, only make 1 roll.
- Noxious Gas... [Cool down: 3]. Target a creature 3-4 spaces away from you. Make a Physical Attack Roll vs their Resolve. Success forces them to move 1 space backward or forward (your choice).
- I Found These Mushrooms... [Cool down 4]. Target a creature 3-4 spaces away from you. Make a +2 Physical Attack Roll vs their Resolve. If successful, they gain the condition: High as Fuck (2).
- Just a Little Pick Me Up - Buff [Cool down: 5]. Target an ally that is adjacent to you. That ally gains the condition: Speedy (2).
Qualities
- Put This on Your Blade. Target an adjacent ally. They gain the condition: Deadly [+1] (1).
- At Least We'll All Die Together, Hmmm? Ha! Target all allies. They gain the condition: Bolstered [+1] (3).
- Here, Drink This. Target an ally 1 space away. They gain 3 Health.
- Wait, I Had an Idea. The next ally to fail a dice roll may reroll.
- A Little Up the Nose... Immediately take a second action.
- No Worries, This Will Dull the Pain. Select an ally adjacent to you. They gain the condition: Armored [+2] (2).
Flaws
- Sorry About the Splash. Target a random ally. Make a Physical Attack Roll vs their Defense.
- Alchemy Is Not an Exact Art. Target yourself. Make a Physical Attack Roll vs your Defense.
- Oh, Curses. It's All Dried Up. You gain the condition: Weakened [-2] (2).
- I Took Too Much! Too Much! Move to the end of the marching order. If already at the end, move to the front.
- The Fumes Might Make You Sleepy. A random ally adjacent to you gains the condition: Stunned (1).
- Frankly, This Is Boring Me. You gain the condition: Stunned (1).
Archer
Price 100 - Physical +1 - Defense 3 - Health 10 - Magic -2 - Tinker +0 - Awareness +2 - Escape +2 - Luck +1 - Resolve +0
Actions
- Arrow - Basic Attack. Target a creature 5-6 spaces away. Make a Physical Attack Roll vs their Defense.
- Throwing Stones - [Cool down: 0]. Target a creature 2-4 spaces away. Make a Physical Attack Roll vs their Defense. They suffer half damage.
- Duck and Cover! - [Cool Down 4]. You gain the condition Protected [+2] (2).
- Rain of Arrows - [Cool down: 5]. Make an Attack Roll vs every enemy figure. Each successful hit suffers half damage.
Qualities
- The Second Arrow is Knocked. Immediately take a second action.
- Arrow Storm. Immediately take the "Rain of Arrows" action, even if you do not have it. It will do full damage.
- That Was a Great Shot. Your next action can target one additional creature that is adjacent to the original target.
- Ooooh, That's Vital... Your next successful attack also gives the target the condition: Bleed [2] (3).
- Here, Let Me Help. Target an adjacent ally. All their Cooldown Dice (not Condition Dice) reduce by 1.
- We Win, We Get the Coin. Target every ally. They gain the condition: Bolstered [+2] (3).
Flaws
- Stay Out of My Way. Target a random ally. Make a Physical Attack Roll vs their Defense.
- We Can't Defeat Them. Target every ally. They gain the condition: Disheartened [-2] (2).
- Shit. Out of Arrows. You gain the condition: Stunned (1).
- This Hangover is Killing Me. You gain the condition: Hungover (2).
- I Made It Mad... Target a random enemy. The creature indicated immediately takes an action.
- This is Chaos. Roll a dice and divide by two. Move this many spaces in a random direction in the Marching Order.
Barbarian
Price 150 - Physical +3 - Defense 1 - Health 16 - Magic -2 - Tinker -1 - Awareness +3 - Escape +0 - Luck +2 - Resolve +4
Actions
- Axe Big - Basic Attack. Target a creature adjacent to you. Make a Physical Attack Roll vs their Defense.
- I'll See You in Hell, by Crumb [Cool down 3]. Target a creature adjacent to you. Make a Physical Attack Roll vs their Defense. Damage is doubled for this attack.
- What is Best in Life? [Cool down: 4]. Target an adjacent enemy. Make a Physical Attack Roll vs their Defense. In addition, target an adjacent enemy. Make a Resolve Roll vs their Resolve. If successful, they gain the condition: Stunned (1).
- Come On, You Dog Brothers - Reaction [Cool down: 6]. Trigger: An ally makes a Resolve Roll. Target every ally. They gain the condition: Bolstered [+2] (2).
Qualities
- Crumb, I Have Never Prayed to You Before... You gain the condition: Protected [+2] (2).
- A Thief, A Reaver... Add 1d6 coins to your total.
- A Slayer. Immediately make a Basic Attack.
- I Burn with Life... Regain a half roll of Health.
- By this Axe, I Rule. Target any ally. They may immediately take an action.
- Mad Exultation of Battle. You gain the condition: Vigorous [+1] (3).
Flaws
- I Have No Patience For These Civilized Folk. Target a random adjacent ally. Make a Resolve Roll vs their Resolve. If successful, that ally must exchange places with an adjacent ally of their choice.
- The Devil Made This Hangover. You gain the conditions: Hungover (2) and Stunned (1).
- I'll Sell My Life Dearly, Scum. You gain the condition: Defenseless [-1] (2).
- You'll Do Better if I Have to Kill You Myself, by Crumb. Target a random adjacent ally. Make a Physical Attack Roll vs their Defense. If successful, the attack does half damage.
- This Reeks of Magic. Move backwards 1 space in the Marching Order.
- Throw Your Bodies Onto Their Blades If You Must. Target all allies. They gain the condition: Defenseless [-1] (2).
Construct
Special. The Construct is only used in three player games.
Any and all players may pay to upgrade the Construct. When creating the Construct, the players jointly decide which additional action it receives. As always, if a decision can't be reached, high roll decides. When the Construct takes a turn, roll randomly to decide which action it takes. See the following table for assigning numbers of the die roll. The Construct never targets itself with any actions or bullshit. Any Rogue may spend an action to move the Construct.
- * The Construct automatically escapes if all other Rogues do.
- ** All Rogues may draw from this Luck pool.
Price Free - Physical +2 - Defense 3 - Health 12 - Magic -7 - Tinker +1 - Awareness -7 - Escape +2* - Luck +4** - Resolve +0
Actions
- BZZZZT - Basic Attack. Target a random Rogue. That Rogue immediately takes an action.
- BRRRRPT. Target every Rogue. Their cooldown dice reduce by 1.
- Klick Klick.... KAPOW. Target a random enemy. Make a Physical Attack Roll vs their Defense.
- DING DING DING. Target a random Rogue. They gain 2 Health, up to their maximum.
Action Rolls
| Actions Available | Roll |
|---|---|
| 2 Actions Available | 1-3, 4-6 |
| 3 Actions Available | 1-2, 3-4, 5-6 |
| 4 Actions Available | Each action is assigned a number between 1-4, reroll if a 5 or 6. |
Qualities
- Power SURGE. Immediately take an action.
- If I Only Had a Heart... Target a random Rogue. They regain 2 Health.
- Come With Me if You Want to Live. Target a Random Rogue. They gain the condition: Protected [+2] (2).
- I've Watched C-Beams Glitter in the Dark Near the Tannhauser Gate. Target every enemy. Make a Physical Attack Roll vs their Defense. This attack does half damage.
- I'm a Real Boy. You gain 1 point of Luck.
- Johnny 5 Alive. You gain a half roll of Health.
Flaws
- I'm Sorry, Dave. I'm Afraid I Can't Do That. You gain the condition: Stunned (1).
- You Should Know Better Than to Trust a Strange Computer. Target a random Rogue. They lose 1d6 coins.
- Intruder Alert. Target a random adjacent Rogue. Make a Physical Attack Roll vs their Defense.
- I Am Superior, Sir, in Many Ways, but I Would Gladly Give it up to be Human. You gain the condition: Defenseless [-2] (2).
- There, There, It's Okay. You're Not Going to Have to Cry Much Longer. Target a random Rogue. They gain the condition: Drugged (2).
- Remember That Time Robocop Shot That Guy in the Dick!? Target a random Rogue. They gain the condition: Puny (2).
Cosmic Marine
Price 250 - Physical +1 - Defense 5 - Health 9 - Magic -3 - Tinker +2 - Awareness +3 - Escape -1 - Luck +1 - Resolve +3
Special. 15 Coins must be spent every rest phase on the Cosmic Marine, or they cannot participate in the next delve until the amount is paid. This rogue's gear ain't cheap and needs upkeep.
Actions
- IFC (imperial fusion carbine) PEW PEW - Basic Attack. Target an enemy from 3-4 spaces away. Make a Physical Attack Roll vs their Defense.
- CS3200 (chainsaw bayonet) BUZZ BUZZ [Cool down: 0]. Target an adjacent enemy. Make a Physical Attack Roll vs their Defense.
- Rising Phoenix (jetpack) [Cool down: 3]. You may switch places with an adjacent Rogue and take another immediate action.
- Soldier of the Psychic Wars [Cool down: 3]. KNOW NO FEAR - Target any enemy. Make a +3 Attack Roll vs their Resolve.
- Fire in the Hole... FRAG OUT [Cool down: 5]. Target all enemies. Make a +2 Physical Roll vs each one's Defense.
- activate_automated_defense_systems.exe [Cool down: 5]. Trigger: An enemy causes damage to the Cosmic Marine. Target the enemy who caused you damage. That enemy suffers half the amount of damage it caused you.
- I Must Repair this Armor [Cool down: 5]. Make a Tinker Roll. You regain half that amount of Health.
Qualities
- For the Emperor. The Cosmic Marine and every ally gain the condition: Inspired [+1] (2).
- There Is Only War. You gain the condition: Inspired [+3] (2).
- No Fear. You gain the condition: Bolstered [+2] (2).
- Divert All Power to Offense. You gain the condition: Charged (3).
- Burn the Heretics. Target one enemy. Make a Physical Attack Roll vs their Defense. If successful, the target takes damage as normal and gains the condition: On Fire (3).
- Purge the Unbeliever. Target any enemy. Make a +4 Attack Roll vs their Resolve.
Flaws
- Reloading. You gain the condition: Stunned (1).
- You're No Heretic, Are You? Target a random adjacent ally. Make a Resolve Roll vs their Resolve. If successful, they gain the condition: Stunned (2).
- These Shoulder Pads Are Too Big... I Can't Turn My Head. You gain the condition: Puny (2).
- Corruption? Who, Me? Your Resolve goes down by 1. Make a Resolve Roll vs TN 2. If you fail, you target every ally. Make a +0 Attack Roll vs their Defense.
- It Smells Like a Swamp in This Tin Can... I Think I Have a Rash. You lose 1 Health.
- Arrrggh! Apparently Chainsaw Bayonets Aren't Safe. Target yourself. Make a Physical Attack Roll vs your own Defense.
Doctor
Price 100 - Physical -1 - Defense 2 - Health 12 - Magic +0 - Tinker +0 - Awareness +2 - Escape +3 - Luck +3 - Resolve +4
Actions
- Staff - Basic Attack. Target a creature 1-2 spaces away. Make a Physical Attack Roll vs their Defense.
- Let Me Patch That Up [Cool down: 3]. Target yourself or a creature adjacent to you. They regain a half roll of Health.
- Take Your Damn Medicine [Cool down: 3]. Target yourself or a creature adjacent to you. You may remove one of their conditions.
- I'm A Doctor, Damn It, Not A... [Cool down: 3]. Pick one ally. Reduce one of their Cooldown Dice by 2.
Qualities
- No Rest for the Wicked, Hmmm? Immediately take an action.
- I Was Saving This for a Special Occasion. Target every ally. They regain a half roll of Health.
- Get Out of the Line of Fire. You may move any ally (including yourself) 1 space.
- An Ounce of Prevention Is Worth a Pound of Cure. You gain the condition: Armored [+3] (1).
- It's Not a Tumor. Target any ally. Choose one of their cooldown dice and set it to 1.
- There, You Should Feel Better. Target any ally. You may remove one of their conditions.
Flaws
- It's Reacting Poorly With Your Biology. Target a random adjacent Rogue. They gain the condition: Poisoned [1] (3).
- Doctor Needs Her Medicine Too. You gain the condition: Weakened [-2] (2).
- I've Seen Too Much Death. You gain the condition: Stunned (1).
- I Couldn't Give a Damn if You Die. Target 2 random allies. They gain the condition: Sickened [1] (∞).
- I'm Tired, Boss... You gain the condition: Disheartened [-2] (3).
- No More Blood... No More. Make a roll. On a 1 or 2, the Doctor leaves the battle and loses 2 Health during the retreat. They return at the end of the line up after this battle.
Knight
Price 200 - Physical +1 - Defense 5 - Health 12 - Magic +0 - Tinker +0 - Awareness +0 - Escape +0 - Luck +1 - Resolve +4
Actions
- Dyrnwyn (longsword) - Basic Attack. Target one creature 1-2 spaces away. Make a Physical Attack Roll vs their Defense.
- Your Teeth Are in my Shield [Cool down: 2]. Target an adjacent enemy and make a Physical Attack Roll vs their Defense. They suffer half damage. You may also make a Longsword action.
- Dull Your Blades Against My Armor [Cool down: 3]. You gain the condition: Targeted (1).
- Break Their Line [Cool down: 4]. Target an adjacent creature. Make a Physical Attack Roll vs their Defense. If successful, they suffer damage as usual and move 2 spots back in the Marching Order.
- Squire! My Crossbow [Cool down: 5]. Target one creature 3-4 spaces away. Make a basic Attack Roll.
- Get Behind Me [Cool down: 6]. All allies behind you in the Marching Order gain the condition: Protected [+1] (3).
Qualities
- Shield Wall. You gain the condition: Protected [+2] (2).
- You... Flank Them. Target any ally. They gain the condition: Vigorous [+2] (2).
- Squire! Do Your Job, Damn It. Reduce all your Cooldown Dice by 1.
- This Blade was my Father's and His Father's Before Him. You gain the condition: Potent (2).
- Now! There is an Opening. Target any ally. They immediately take an action.
- Don't Worry... I'll Protect You. Target an adjacent ally. They gain the condition: Shielded (2).
Flaws
- I'm Like a Turtle on its Back in this Damn Thing. You gain the condition: Stunned (1).
- Squire! A Strap is Loose. You gain the condition: Defenseless [-2] (2).
- You Wouldn't Understand, You're NOT of Noble Blood. A random adjacent ally makes a basic attack against you.
- Squire! Damn it, Where Did You Go? You gain the condition: Overwhelmed (1).
- You Question Me? I Lived Through the Siege of Blackstone! Stand DOWN. Target a random ally. They gain the condition: Stunned (1).
- My Allegiance is ONLY to my Lord... I Don't Need You. You gain the condition: Shunned (2).
Musketeer
Price 150 - Physical +0 - Defense 2 - Health 10 - Magic -1 - Tinker +1 - Awareness +3 - Escape +1 - Luck +1 - Resolve +0
Actions
- Fire - Basic Attack. Target an enemy in the last two positions in their Marching Order. Make a +2 Attack Roll vs their Defense. If a 6 is rolled, roll the dice again and add the result to your total, repeating this if another 6 is rolled.
- A Little Bayonet for Ye [Cool down: 0]. Target an adjacent enemy. Make a Physical Attack Roll vs their Defense.
- This is Why I Have a BLUNDERBUSS [Cool down: 4]. Target up to three creatures which are up to three spaces away. Make a +4 Attack Roll vs each target's Defense. If a 6 is rolled, roll the dice again and add the result to your total, repeating this if another 6 is rolled. For each successful attack, the creature suffers half damage.
- Smokey Haze! All in my Brain [Cool down: 5]. Target any creature, enemy, ally, or self. Make a Physical roll vs their Physical. If successful, the creature gains the conditions: Protected [+2] (3) and Weakened [-2] (3).
Qualities
- Just a Little Extra Powder... You gain the condition: Charged.
- Let Me Take a Second to Sight Them In. You gain the condition: Inspired [+3] (1).
- Get in Formation. Target any 2 Rogues. They switch position.
- What? Did You Expect Me to Swing From a Chandelier With a Rapier? You may immediately take an action.
- Just a LOT of Extra Powder. You gain the condition: Potent (2).
- Get Back, Ya Ratt Fink Bastard. You may target the closest enemy. If you do so, make an immediate Physical Attack Roll vs their Defense. If successful, they take damage as normal and move back 1 space.
Flaws
- Reloading. You gain the condition: Stunned (1).
- Reloading. You gain the condition: Stunned (1).
- Reloading. You gain the condition: Stunned (1).
- Keep That Match Away From the Powder. Target every Rogue. They each lose a half roll of Health.
- Ah, I Really Pissed Em Off, Huh? You gain the condition: Targeted (1).
- Oh Hell. Does Anyone Have Any WATER? You gain the condition: On Fire (3).
Sellsword
Price 100 - Physical +1 - Defense 4 - Health 10 - Magic -2 - Tinker +0 - Awareness +1 - Escape +2 - Luck +1 - Resolve +0
Actions
- Hack and Slash - Basic Attack. Target a creature up to 2 spaces away. Make a Physical Attack Roll vs their Defense.
- Always Keep a Knife in Your Boot [Cool down: 2]. Target an adjacent enemy. Make a Physical Attack Roll vs their Defense. The creature suffers half damage. You may also take the "Hack and Slash" action.
- Dirty Trick - Debuff [Cool down: 5]. A handful of sand, a knee to the groin, look over there: one enemy up to 2 spaces away receives the condition: Defenseless [-2] (3).
- We Don't HAVE to Do This.... [Cool down: 6]. Pay 15 coins and make a +2 Roll vs a creature's Health any number of spaces away. Success means the creature is bribed and leaves combat.
Qualities
- You Left An Opening. Immediately take a second action.
- We'll Get Through This Together. Target any ally. They receive the condition: Protected [+2] (3).
- 'Tis But a Scratch. Target an adjacent ally. They regain a half roll of Health.
- Get in Line. You may move any ally 1 space.
- That'll Ring Your Bell. Target a creature within 2 spaces. They receive the condition: Stunned (2).
- We Win, We Get the Coin. Target all allies and yourself. They receive the condition: Bolstered [+2] (3).
Flaws
- I Thought You Were the Enemy. Target a random ally. Make a Physical Attack roll vs their Defense.
- We're Doomed. Target all allies. They receive the condition: Disheartened [-2] (2).
- There Is No God on the Battlefield. Target all allies. They receive the condition: Cursed (2).
- If We Make It Out Alive, I Swear... I'll Kill You For This. Target a random ally. That creature makes a basic attack against you, even if you could not normally be targeted by that attack.
- Every Person for Themselves. Make a roll. On a roll of 1 or 2, the Sellsword leaves the battle and loses 2 Health during the retreat. They return at the end of the Marching Order after this battle.
- They're All Around Us. Move to the end of the Marching Order. If already at the end, move to the front.
Thief
Price 150 - Physical +0 - Defense 2 - Health 7 - Magic +1 - Tinker +2 - Awareness +1 - Escape +2 - Luck +1 - Resolve +1
Actions
- Dagger - Basic Attack. Target one creature in the last two positions of the enemies Marching Order. Make a Physical Attack Roll vs their Defense.
- They Can't Hit What They Can't See, Eh? [Cool down: 3]. You gain the condition: Hidden (2).
- The Left Blade is for your Gut; the Right One is for your Purse Strings [Cool down: 4]. Make a basic attack and gain 1d6 coins.
- There's a Hole in ANY Armor, Love [Cool down: 4]. Target any creature in the enemies Marching Order. That creature gains the condition: Defenseless [-2] (2). Make a basic Attack Roll against the creature.
Qualities
- It Ain't Like I'm Here for Me Health. You gain 1d6 coins.
- The Shadows is Like Me Home. You gain the condition: Hidden (2).
- Come on, Love. Give Him the Business. Target an adjacent ally. They make an immediate basic attack.
- There's Honor Among Rogues, Ain't There? Every ally gains a half roll of coin.
- What's This I Spy? Roll 1d6 and gain the appropriate item.
- 1 - Tinkers Tools
- 2 - Torch
- 3 - Holy Water
- 4 - Anti Venom
- 5 - Bandage
- 6 - Healing potion
- If Ya Poison the Blade, It Burns More. You gain the condition: Vicious (2).
Flaws
- You Weren't Using This, Was You? You steal 1d6 coins from a random ally.
- I Didn't Steal NOTHIN from Ya, Promise. A random adjacent ally makes a basic attack against you.
- Me Thinks I'd be Safer Elsewhere. Make a roll. On a 1 or 2, the Thief leaves the battle and loses 2 Health during the retreat. They return at the end of the line up after this battle.
- Damn, It's Dark; I Thought You Was a Monster. Make a basic attack against a random adjacent ally.
- These Knees Don't Work Like They Used To. You gain the condition: Defenseless [-1] (3).
- If You Don't Like the Way I Do it, You Can Do It YOURSELF. You gain the condition: Stunned (1).
Torchbearer
Price Free* - Physical -2 - Defense 1 - Health 5 - Magic -1 - Tinker +1 - Awareness +1 - Escape +3 - Luck +1 - Resolve +0
Special
- The Torchbearer starts with 2 additional inventory slots.
- Any Torch the Torchbearer uses has 6 slots instead of 4.
- * Each Torchbearer you recruit after the first one costs an additional 10 coins. Your reputation for losing hirelings spreads.
Actions
- Throw a Stone - Basic Attack. Target one creature up to 3 spaces away. Make a Physical Attack Roll vs their Defense.
- No, No, Not Me - Reaction [Cool down: 2]. Trigger: An enemy targets you with an attack. Roll a dice. If it's a 4 or above, you may redirect the attack to an adjacent Rogue.
- I'm a Helper [Cool down: 3]. Target an adjacent Rogue. That Rogue gains the condition: Inspired [+1] (2).
- Thanks! It Has Pockets [Cool down: 5]. You may use 2 items this round.
Qualities
- Oh Look! Another Torch. You gain another Torch.
- They Won't Know. It can go into my Lil' Retirement Fund. You gain 1d6 coins.
- Oh, a Lucky Coin. You gain +1 Luck (you may exceed your maximum). This luck goes away at the end of the delve.
- I'll Just Take a Sec to Bandage this up, Good as New. Target yourself or an adjacent Rogue. The target gains 1 Health, up to their maximum.
- I'll Hide Behind this Rock, I Will. You gain the condition: Protected [+2] (2).
- I'm JUST an NPC. Forget About Me. You gain the condition: Forgotten (2).
Flaws
- Oh No, It Burns. You gain the conditions: On Fire (∞) and Stunned (1).
- OWW, My Toe. Lose 1 Health.
- Damn, I Dropped the Torch. Lose 1 Torch. This can be a Torch that is already partially used.
- I Gotta Use the Privy. Roll a dice. On a 1-3, the Torchbearer leaves the battle and loses 2 Health during the retreat. They return at the end of the line up after this battle.
- I'll Just Close My Eyes and Swing. Target a random adjacent ally. Make a Physical Attack Roll vs their Defense.
- Death! Everywhere is Death! I'm Too Young and Pretty to Die. Target every ally. They gain the condition: Disheartened [-2] (5).
Wererat Rogue
Cannot be bought. Stats by form (Rogue / Rat / Hybrid):
| Stat | Rogue | Rat | Hybrid |
|---|---|---|---|
| Physical | +1 | -1 | +3 |
| Defense | 2 | 2 | 3 |
| Health | 6 | - | - |
| Magic | -1 | -5 | -5 |
| Tinker | -1 | -5 | -5 |
| Awareness | +1 | +4 | +4 |
| Escape | +0 |
Actions. All Wererat Rogues start with the "Transform" action as well as their standard action.
- Pigsticker / Bite / Claw - Basic Attack (Rogue / Rat / Hybrid). Target one creature 1-2 spaces away. Make a Basic Attack Roll.
- It's Time to Move [Cool down: 2]. You may move 2 spaces in the Marching Order.
- Nature's Perfect Killing Machine (Hybrid Only) [Cool down: 4]. You may make a "Pigsticker" and a "Claw" attack.
- Poison Bite (Rat Only) [Cool down: 4]. On a successful "Bite" attack, the target gains the condition: Poisoned [1] (∞).
- Transform [Cool down: 4]. You change form. You may change from a Rogue to a Hybrid, a Hybrid to a Rogue or a Rat, or a Rat to a Hybrid. Health remains the same.
- Lycanthrope Regeneration [Cool down: 5]. You gain the condition: Regeneration [1] (4).
- Hey, SAME TEAM [Cool down: 4]. Make a +1 Roll vs Resolve for each enemy. Any roll that succeeds gives that enemy the condition: Fooled (3).
Qualities. Keep any previous Qualities.
Flaws. Keep all previous flaws and add the following 2. If you do not have room for these flaws, remove Qualities of your choice until you can add them. If you have no qualities to remove, you will remove flaws instead.
- No! I Don't Want to Change NOW. Turn into Rat form. If you are already in Rat form, this has no effect.
- The Rat God Beckons. Make a Basic Attack against all adjacent rogues. This flaw cannot be removed by a life coach.
Wizard
Price 200 - Physical -2 - Defense 2 - Health 5 - Magic +3 - Tinker +1 - Awareness +2 - Escape +2 - Luck +1 - Resolve +4
Actions
- Sling - Basic Attack. Target one creature 3-4 spaces away. Make a Physical Attack Roll vs their Defense.
- I HAVE the Power! Lightning Bolt [Cool down: 2]. Target any enemy creature and make a Magic Attack Roll vs their Defense. The attack does half damage.
- You Dare to Harm Me? - Reaction [Cool down: 3]. Trigger: An enemy causes you damage. The enemy suffers the same amount of damage they dealt to you.
- Your Mind is Mine [Cool down: 4]. Make a Magic Roll vs any enemy's Resolve. If successful, they gain the condition: Allied (3).
- My Magic will Protect Me [Cool down: 5]. You gain the condition: Shielded (3).
- Fire! Fire from the Heavens [Cool down: 6]. Target all enemies. Make a Magic Attack Roll vs each one's Defense.
Qualities
- My Magic is Your Shield. Pick an adjacent ally. They gain the condition: Protected [+2] (2).
- Come, My Familiar. You summon an Imp to the end of your Marching Order. It has the condition: Temporary.
- The Magic Surges Through Me. Reduce all your cooldown dice by 1.
- Haste, You Fool. A random adjacent ally takes an immediate action.
- There is a Vein of Magic that Surges Here. You gain the condition: Attuned [+1] (3).
- I Can See all of Eternity Stretched Out Before Me. You gain +1 Luck.
Flaws
- I Weaken... the Magic Diminishes. Add +1 to all active cooldown dice.
- I Don't Care How Big the Room Is. The rogue at the front of the Marching Order suffers a 1/2 roll of damage.
- Fuck, I'm Out of Spell Slots. The Wizard cannot use any special abilities next round.
- *Cough Cough* The Price I Pay for this Power is Great. You lose 1 Health.
- Where Did I Put That Damn Scroll? You gain the condition: Stunned (1).
- The Magic! It Threatens to Tear My Mind Asunder. You gain the condition: Diminished [-2] (2).
Monsters Appendix
Dire Wolf
Physical +2 - Defense 1 - Health 5 - Magic +0 - Resolve +0
Actions
- 1-3: Toothy Boys. Target a random Rogue. The dire wolf makes a Physical Attack Roll vs the target's Defense.
- 4-6: Herd the Pack. A random rogue moves 1 space in a random direction. If they can't move this direction, this has no effect.
Bullshit
- 1: Bite the Hand that Feeds. The Dire Wolf makes a basic attack against an adjacent ally.
- 6: Howl From Hell. All allies gain the condition: Inspired [+2] (2).
Goblin Juicer
Physical +1 - Defense 2 - Health 4 - Magic +0 - Resolve +3
Actions
- 1-5: Fire Bomb. Targets the Rogue third in the marching order. If there is no Rogue third in the marching order, it targets the Rogue in the back of the marching order. Make a Physical Roll vs the target's Defense. If successful, it inflicts no damage but the target gains the condition: On Fire (3).
- 6: Sleep my Pretty. Targets random Rogue. Make a Basic Attack Roll vs the Rogue's Resolve. If successful, the Rogue gains the condition: Stunned (X) where X is equal to a half roll of the dice.
Bullshit
- 1: This Thing is Slippery. Gain the condition: Explosive (1).
- 6: Hehehehe FIRE. The Goblin Juicer creates a rain of fire. Make a Basic Attack Roll vs every enemy, doing full damage if successful.
Goblin Lord
Special. Before taking an action, the Goblin Lord targets any adjacent Rogues. It makes a Physical Attack Roll vs the target's Defense. After this attack, roll for the Goblin Lord's action like normal.
Physical +3 - Defense 3 - Health 12 - Magic +0 - Resolve +2
Actions
- 1-3: I Big Boss; You Do Work. Target a random ally. The creature takes an immediate action.
- 4-5: Take This. The Goblin Lord throws part of his treasury at the Rogues. Target a random rogue and make an +1 Attack Roll vs their Defense. That rogue takes damage as normal. If the attack is successful or not, the Rogue also gains 1d6 coins.
- 6: Help Me, Peon. If the Goblin lord currently has less than 3 allies, they summon a random foe to help him. The random foe is placed directly in front of the goblin lord in the marching order.
- 1-3: Goblin Slinger
- 4-5: Dire Wolf
- 6: Goblin Wall Boy
Bullshit
- 1: Do Better, Cretin. Target an adjacent ally. Make a Physical Attack Roll vs the creature's Defense.
- 6: I Will Squash You and Feed Your Bones to my Dogs. Target a random Rogue. The Goblin lord makes a +2 Attack vs the creature's Resolve. If successful, the Rogue gains the condition: Stunned (1).
Goblin Slinger
Physical +0 - Defense 2 - Health 3 - Magic +0 - Resolve +1
Actions
- 1-4: Stone the giants! The goblin targets a random Rogue in the middle of the marching order. If there are only 1 or 2 rogues left, the goblin targets any random Rogue. Make a Physical Attack roll vs the target's Defense.
- 5-6: Retreat! Retreat! The goblin slinger changes position with the creature behind them. If they are at the back of the marching order, they leave combat.
Bullshit
- 1: They're scary! The Goblin Slinger changes position with the creature behind them. If they are at the back of the marching order, they leave combat.
- 6: Protect me! The ally in front of the goblin slinger immediately takes an action. If there is no ally in front of the goblin slinger, the goblin slinger immediately takes an action.
Goblin Smasher
Physical +1 - Defense 2 - Health 5 - Magic +0 - Resolve +1
Actions
- 1-4: Hackses and Slashes. Targets an adjacent Rogue. Make a Physical Attack roll vs Defense. If no Rogues are adjacent, the Goblin Smasher switches places with the ally in front of it.
- 5-6: Shield Bashes and Smashes. Targets adjacent Rogue. The Rogue is moved back one space. If no enemies are adjacent, the Goblin Smasher switches places with the ally in front of it.
Bullshit
- 1: This is YOUR Fault! The goblin smasher makes a Physical Attack roll vs Defense against a random adjacent ally.
- 6: Again! Again! The goblin smasher takes a second action.
Goblin Sneak Thief
Physical +1 - Defense 2 - Health 5 - Magic +0 - Resolve +2
Actions
- 1-2: They can not sees me, oh no. The goblin gains the Condition: Hidden (2).
- 3-4: My Pretties! The Goblin steals 1d6 Coins from a random Rogue.
- 5-6: I stabs, I stabs! Target the enemy farthest back in the marching order. Make a Physical Attack Roll vs their Defense.
Bullshit
- 1: I'm a noisy boy. The sneak thief gains the condition: Visible (2).
- 6: I drink the pretty. The sneak thief regains 2 Health, but can not exceed its maximum.
Goblin Wallboy
Special. If an enemy behind a Goblin Wallboy is targeted by an attack, the target hits the Goblin Wallboy instead. If an attack would hit multiple targets, it targets the Goblin Wallboy that many times. (i.e. If it would target 2 enemies, it targets the wallboy twice.)
Physical -1 - Defense 4 - Health 5 - Magic +0 - Resolve +4
Actions
- 1-4: Toss-a-Rock. Targets random Rogue. Make a Physical Attack roll vs Defense.
- 5-6: Fortify. Gain the Condition: Protected [+2] (2).
Bullshit
- 1: Shitses! Goblin Wallboy drops his shield. They gain the condition: Shieldless (2).
- 6: Heres I Come! Goblin Wallboy runs through all figures, using his shield as a battering ram. Make a +0 attack roll against every enemy, doing half damage.
Imp
Physical +1 - Defense 3 - Health 3 - Magic +1 - Resolve +2
Actions
- 1-3: MEHAH! Target a random enemy. The imp makes a Physical attack roll vs the creature's defense. If successful, the target gains the Condition: poisoned [1] (2).
- 4-6: Grackle. Target a random ally. The ally gains the condition: Inspired [+2] (2).
Bullshit
- 1: Unsummon. The Imp leaves the battle.
- 6: Gate in a Friend. An additional Imp joins the marching order. It appears at the end of the marching order and has the condition: Temporary.
Living Statue
Special. The statue exists in every space of the marching order not taken by another enemy. It may be targeted by any action even if it would not normally target it. Any conditions that would make the statue change positions in the Marching Order do not take effect.
Physical +5 - Defense 5 - Health 15 - Magic +0 - Resolve +0
Actions
- 1-5: Mega Bash. Target an adjacent Rogue. Make a Physical Attack Roll vs their Defense. If there is no adjacent Rogue, the living statue advances 1 space.
- 6: the Sweep of a Massive Stone Arm. Target every Rogue. Make a Physical Attack Roll vs their Defense.
Bullshit
- 1: Top Heavy. The statue falls over. The Rogue in the front of the Marching Order must make an Escape roll vs TN 3. If they fail, they lose a half roll of health. The statue gains the condition: Stunned (1) and Defenseless [-5] (2).
- 6: Thrown Away. Target an adjacent Rogue. The Living Statue makes a Physical attack roll vs their Defense. On a success, they take damage and move to the back of the marching order. If there is no adjacent rogue, the Living Statue advances one space.
Obscene Skull
Physical -3 - Defense 6 - Health 5 - Magic +0 - Resolve +0
Actions
- 1-2: Mad Cackle. Every Rogue must make a Resolve roll vs TN 3. Any Rogue who fails gains the condition: Shunned (2).
- 3-5: Warp of Time and Space. Target a random Rogue. The Rogue must make a Resolve roll vs TN 5. If they fail, roll a dice and assign them a new place in their marching order.
- 1-2: Front of the Marching Order
- 3-4: A space in the middle of their Marching Order (Player choice. If there are no available slots, instead go to the back.)
- 5-6: Back of the Marching Order.
- 6: Voice of Hell. Target a random Rogue. They must make a Resolve roll vs TN 4. If they fail, they gain the conditions: High as fuck (1) and Defenseless [-2] (2).
Bullshit
- 1: Dude... You're Just a Skull. Target a random Rogue. That Rogue may make a Basic Attack against the Obscene Skull, even if that attack could not normally target it.
- 6: Your Mind Crumbles Before this Blasphemy! Target a random Rogue. If that Rogue has a flaw in the 1st spot of their traits, it activates immediately.
Ominous Presence
Special. The Ominous Presence can not be targeted by a Rogue's actions. Any action that would target the Ominous Presence instead targets an adjacent ally of the monster (Player's choice.) Any Rogue may attempt to banish the Ominous Presence by taking an action and rolling a Magic Roll vs TN 6. If successful, the Ominous Presence is removed from the marching order. If there are no enemies other than 1 or more Ominous Presence in the marching order, Ominous Presence is removed from the marching order.
Actions
- 1-6: This is a dark place. Target a random Rogue. They must make a Magic Roll vs TN 3. If they fail, they lose a half roll of health and gain the conditions: Overwhelmed (3), Cursed (1), and Disheartened [-2] (2).
Bullshit
- 1: Let the Light Shine In. Remove the Ominous Presence from the Marching Order.
- 6: Overwhelming Gloom. Every Rogue must make a Resolve Roll vs TN 3. Any Rogue that fails loses a point of luck.
Diseased Rat
Physical +0 - Defense 2 - Health 2 - Magic +0 - Resolve +0
Actions
- 1-3: Toothy Boys. Targets an adjacent Rogue. Make a Physical Attack roll vs Defense. If no Rogues are adjacent, the Giant Rat switches places with the ally in front of it. (Printed as "Giant Rat" on the Diseased Rat card.)
- 4-6: Putrid Bite. Target an adjacent Rogue. Make a physical attack roll against the creature's defense. If successful, the Rogue suffers damage as normal and gains the condition: Poisoned [1] (∞). If no rogue is adjacent, it moves up one space in the marching order.
Bullshit
- 1: Wait... it was that easy? The Diseased Rat dies.
- 6: It moved so fast! Target a random Rogue. Make a Physical attack roll vs their defense (even if the Diseased Rat couldn't normally target them).
Giant Rat
Physical -1 - Defense 1 - Health 3 - Magic +0 - Resolve +0
Actions
- 1-3: Toothy Boys. Targets an adjacent Rogue. Make a Physical Attack roll vs Defense. If no Rogues are adjacent, the Giant Rat switches places with the ally in front of it.
- 4-6: Skitter Scatter. The Giant Rat switches position with a random ally.
Bullshit
- 1: Wait... it was that easy? The Giant Rat dies.
- 6: It moved so fast! Target a random Rogue. Make a Physical attack roll vs their defense (even if the Giant Rat couldn't normally target them).
Zombie Rat
Physical +0 - Defense 2 - Health 4 - Magic +0 - Resolve +0
Actions
- 1-3: Rat of the damned. Target an adjacent Rogue. Make a Physical Attack Roll vs their Defense. If no Rogues are adjacent, the Zombie Rat targets a random adjacent ally and makes a Physical Attack Roll vs their Defense. If successful, the ally gains the condition: Zombie (2).
- 4-6: Decaying Bite. Target an adjacent Rogue. Make a physical attack roll against the creature's defense. If successful, the Rogue suffers damage as normal and gains the conditions: Poisoned [1] (∞) and Cursed (∞). If no rogue is adjacent, it moves up 1 space in the marching order.
Bullshit
- 1: Wait... it was that easy? The Zombie Rat dies.
- 6: It moved so fast! Target a random Rogue. Make a Physical attack roll vs their defense (even if the Zombie Rat couldn't normally target them).
Siegfried von Shadowhammer
Physical +4 - Defense 4 - Health 20 - Magic +3 - Resolve +4
Special. Siegfried exists in every space of the marching order not taken by another enemy. He may be targeted by any action even if it would not normally target him. Any conditions that would make Siegfried change positions in the Marching Order do not take effect.
Actions
- 1: You look so tasty... Target the nearest Rogue. Make a Physical Attack Roll vs their Defense. Siegfried gains Health equal to half the amount of any damage done, not to exceed his maximum.
- 2: He moved so fast! He's behind us! All Rogues reverse their marching order. Siegfried then makes a "You look so tasty" action.
- 3: Look deep into my eyes... Target a random Rogue. They must make a Resolve Roll vs TN 6. On a failure, they gain the condition: Fooled (2). Siegfried then makes a "You look so tasty" action.
- 4: To ride the wind and shed this earthly form. Siegfried gains the condition: Mist (2).
- 5: To me, Servant. A Direwolf appears in the space in front of Siegfried. He then makes a "You look so tasty" action.
- 6: the Celerity of the Damned. Siegfried gains the conditions: Speedy (2) and Potent (1).
Bullshit
- 1: the Weight of Ages. Siegfried gains the condition: Stunned (1).
- 6: a Vampire's Tomb is his Home. Every Rogue must make an Escape Roll vs TN 4. Any Rogue that fails loses a half roll of damage.
Skeletal Hand
Physical +1 - Defense 6 - Health 1 - Magic -6 - Resolve +6
Actions
- 1-2: Wise Guy, Eh? Target a random Rogue. Make a +2 Roll vs their Defense. If successful, they gain the condition: Stunned (1).
- 3-4: Deadly Scratches. Target a random Rogue. Make a +2 Roll vs their Defense. If successful, they gain the condition: Bleed [2] (∞).
- 5-6: Right in the Shin! Target a random Rogue. They gain the condition: Puny (2).
Bullshit
- 1: Losing Bones. The Skeletal Hand gains the condition: Defenseless [1] (∞).
- 6: All Choked Up. Target a random Rogue. Make a +2 Attack vs their Defense.
Skeleton Abomination
Physical +2 - Defense 1 - Health 14 - Magic +0 - Resolve +0
Actions
- 1-2: Throw a Bone. Target the Rogue at the back of the marching order. Make a Physical Roll vs their Defense. The Skeleton Abomination loses 1 Health.
- 3-4: Stab with the Rib. Target the closest Rogue up to 2 spaces away in the Marching Order. Make a Physical Attack Roll vs their Defense. The Skeleton Abomination loses 1 Health. If there are no adjacent Rogues, move up 1 space in the Marching Order.
- 5-6: Terror Beyond Mortal Reckoning. Target a Random Rogue. They must make a Resolve Roll vs TN 3. If they fail, they gain the condition: Terrified [3] (3).
Bullshit
- 1: Must... Destroy... All! The Skeleton Abomination targets itself. Make a Physical Attack Roll vs its Defense.
- 6: I'm Falling Apart! If there are less than 4 creatures in the Skeleton Abomination's Marching Order, it loses a roll of health and a Skeleton Warrior appears before it in the Marching Order.
Skeleton Archer
Physical +2 - Defense 2 - Health 4 - Magic -6 - Resolve +6
Actions
- 1-3: the Dead Hate the Living. Target a random Rogue in the last 2 spaces of their marching order. Make a Physical attack roll vs their Defense.
- 4-6: the Vengeance of Death. Target a random Rogue. They must make a Resolve roll vs TN 4 or gain the condition: Cursed (∞).
Bullshit
- 1: the Ancient Magic Fades. The Skeleton Warrior loses a half roll of Health. (Printed this way on the Skeleton Archer card.)
- 6: the Dead are Vengeful! Target a random Rogue. They must make a Resolve roll vs TN 3. On a failure, they gain the condition: Frightened (2).
Skeleton Warrior
Special. If the Skeleton Warrior would die, roll a dice. On a roll of a 5-6, the Skeleton Warrior stays alive with 1 health as it pulls it's bones magically back together.
Physical +2 - Defense 2 - Health 7 - Magic -6 - Resolve +6
Actions
- 1-3: the Dead Hate the Living. Target the closest rogue, up to 2 spaces away. Make a Physical Attack Roll vs their Defense. If no rogue is in range, it advances 1 space.
- 4-6: The Vengeance of Death. Target a random Rogue. They must make a Resolve Roll vs TN 4 or gain the condition: Cursed (∞).
Bullshit
- 1: the Ancient Magic Fades. The Skeleton Warrior loses a half roll of Health.
- 6: the Dead are Vengeful. Target a random Rogue. They must make a Resolve Roll vs TN 3. On a failure, they gain the condition: Frightened (2).
Giant Spider
Physical +0 - Defense 2 - Health 10 - Magic +0 - Resolve +0
Actions
- 1-4: Rest. The Giant Spider does nothing.
- 5-6: Spit Bile. Target a random Rogue in the middle of the marching order. If there are no Rogues in the middle of the marching order, target a random Rogue. Make a Physical Attack Roll vs their Defense.
Bullshit
- 1: It Can Barely Move! The Giant Spider gains the condition: Stunned (2).
- 6: That's So Much Web! Ewwwww. Target 2 random Rogues. Target 2 random Rogues that are not currently stuck in webbing. The Giant Spider makes a Physical Attack Roll vs each Rogue's Defense. If successful, the rogues suffer no damage, but instead gain the condition: Restrained (∞).
Trap Spider
Physical +1 - Defense 2 - Health 3 - Magic +0 - Resolve +0
Actions
- 1-4: Sticky Situation. Target a random Rogue. Make a Physical Attack Roll vs their Defense. If successful, the Rogue suffers no damage, but is tangled up in the spider's web. They gain the condition: Restrained (∞).
- 5-6: Protective Webbing. The Trap Spider weaves a shell around itself; it gains the condition: Protected [+2] (2).
Bullshit
- 1: Gummed Up the Works. The trap spider gains the condition: Stunned (1).
- 6: Dangling in the Rear. Target the Rogue in the back of the marching order. Make a Physical Attack Roll vs their Defense.
Venom Spider
Physical +1 - Defense 2 - Health 3 - Magic +0 - Resolve +0
Actions
- 1-3: Arachnophobia. Target a random Rogue in the first three positions of their marching order. The Rogue must make a Resolve Roll vs TN 3. If the Rogue fails, they switch positions with the rogue behind them. If there is no rogue behind them, there is no effect.
- 4-6: Putrid Bite. Target an adjacent Rogue. Make a Physical Attack Roll against the creature's defense. If successful, the Rogue suffers damage as normal and gains the condition: Poisoned [1] (∞). If no rogue is adjacent, it moves up 1 space in the marching order.
Bullshit
- 1: Survival Instinct. The Venom Spider moves back 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. The Venom Spider advances 1 space in the marching order if possible and immediately takes the "Arachnophobia" action.
Wererat Dagger Thrower
Physical +1 - Defense 1 - Health 4 - Magic +0 - Resolve +1
Actions
- 1-3: Thwack! Between the Eyes. Target a Rogue 3 spaces away. If there is no Rogue 3 spaces away, target the Rogue in the back of the marching order. Make a Physical Attack Roll vs their Defense.
- 4-6: Oh, for me? Target a random Rogue. The Wererat steals 1D6 coins from the player controlling that Rogue. These coins are gone forever. (It's best not to think about what the Wererat did with them.)
Bullshit
- 1: No! I Don't Want to Change Now! Replace the Wererat with a Giant Rat.
- 6: Dagger Storm! Target every Rogue. The Wererat Dagger Thrower makes a +0 Attack vs each target's Defense.
Wererat Mutant
Physical +1 - Defense 1 - Health 3 - Magic +0 - Resolve +1
Actions
- 1-4: Rock Go Boom Boom. Target a Rogue 5 spaces away. If there are no Rogues 5 spaces away, target the Rogue at the back of the marching order. The Wererat makes a Physical Attack Roll vs their Defense.
- 5-6: Bad Person Go Away. Target an adjacent Rogue. The Wererat makes a Physical Attack Roll vs their Defense. On a success, they take damage and move to the back of the marching order. If there is no adjacent rogue, the Wererat Mutant advances one space.
Bullshit
- 1: You Not Friend No More. Target a random adjacent ally. Make a Physical Attack Roll vs their Defense. If successful, that ally goes to the back of the marching order.
- 6: ARRRGGGGHHHHHH. The wererat mutant goes to the front of the marching order and immediately targets an adjacent Rogue and makes a Physical Attack Roll vs the target's Defense.
Wererat Poisoner
Physical +1 - Defense 1 - Health 3 - Magic +0 - Resolve +1
Actions
- 1-2: This Will Slow Them Down. Target a random Rogue. The Wererat makes a Physical roll vs their defense. If successful, the target's cooldown dice all increase by 1.
- 3-4: Faster! Stronger! Target a random adjacent ally. They receive the condition: Inspired [+2] (3). If there are no allies adjacent, nothing happens.
- 5-6: More For Me! The Wererat Poisoner gains 2 health.
Bullshit
- 1: No! I Don't Want to Change Now! Target every adjacent ally. Make a Physical attack roll vs their defense.
- 6: Rise, My Friends! Target every ally. They all gain 2 Health.
Wererat Poker
Physical +2 - Defense 2 - Health 6 - Magic +0 - Resolve +1
Actions
- 1-3: Pigsticker. Target the closest rogue, up to 2 spaces away. Make a Physical attack roll vs their Defense. If there is no rogue in range, it advances 1 space.
- 4-6: Poison Bite. Target an adjacent Rogue. Makes a Physical attack roll vs their Defense. If successful, the Rogue suffers damage as normal and gains the condition: Poisoned [1] (∞). If no rogue is adjacent, it moves up one space in the marching order.
Bullshit
- 1: No! I Don't Want to Change Now! Replace the wererat with a giant rat.
- 6: Poisoned Blade. The Wererat poker gains the Condition: Potent (2).
Conditions
Absorbed. This creature is absorbed by whatever gave it this condition. Remove this creature from the marching order. They have the conditions: Stunned and On Fire as long as they have the condition: Absorbed. This condition lasts until the creature who caused it is destroyed. If a trigger is mentioned in the text, the condition can also be ended by fulfilling that trigger.
Allied. Place the creature in your marching order in any space. It acts as if it were allied with you. When the condition ends, place them in the front of their own marching order.
Armored [+X]. In any instance when this creature would suffer damage, they suffer X less damage.
Attuned [X]. This creature has a +X bonus to their Magic stat.
Bleed [X]. The target loses X Health. A Rogue may take an action to end this condition on themselves or an adjacent creature.
Bolstered [+X]. The creature gains +X to their Resolve.
Charged. If a 5 or 6 is rolled when taking any action that would deal damage, roll the dice again and add the result to your total, repeating this if another 5 or 6 is rolled. Once activated, this condition is removed.
Cursed. This creature can not regain Health. The rest phase does not remove this condition.
Deadly [+X]. This creature gains +X to any damage it does this turn. This applies to each instance of damage it deals.
Defenseless [X]. The creature suffers a -X penalty to their Defense.
Diminished [X]. This creature has a -X penalty to their Magic stat.
Disheartened [-X]. The creature suffers -X to their Resolve.
Drugged. When rolling a dice for any action, halve the result.
Explosive. If this creature is successfully attacked, it explodes! Target each of this creature's allies. Make a +1 Attack Roll against each. Damage dealt by this attack is doubled.
Fooled. The creature can not target the source of this condition with any negative actions. A creature may suffer this condition from multiple sources.
Forgotten. This creature can not be targeted by an ability and does not count as taking up a space in the marching order.
Grappled [X]. This creature is grappled and can take no other action other than to escape. To escape as an action on their turn, they may make either a Physical Roll or an Escape Roll with the TN being equal to [X].
Hidden. This creature is hidden and can not be targeted (remove it from the marching order). It will take any future actions while this condition is active as if it was in the back of the marching order. Any attack made while hidden will do triple damage. When this condition ends, place the creature in the marching order where it left.
High as Fuck. When this creature would take an action, it instead targets a random adjacent ally. Make a Physical Attack Roll vs their Defense.
Hungover. Anytime you take an action, roll 2 dice instead of 1, taking the worse result.
Inspired [+X]. This creature gains a +X bonus to any action rolls they make.
Living Undeath. If an undead creature would target you with an attack or ability, it instead skips its action phase.
Motivated. You can't leave the Delve.
Mist. This creature can not be targeted by any conditions nor take any actions. A creature with this condition does not roll bullshit dice.
On Fire. This creature is on fire. Each round, during their condition phase, they lose a half roll of Health. The creature (or any adjacent creature) may use an action to extinguish the flame, ending the condition.
Overwhelmed. Your cooldown dice do not reduce this turn.
Poisoned [X]. The creature suffers X points of damage. This condition may be removed by using an Anti-venom*.
Potent. Any damage this creature does is doubled.
Protected [X]. The creature gains +X to their Defense.
Puny. Any damage you deal this round is halved.
Rat Trapped. At the beginning of this creatures turn, make a +5 Attack Roll vs their Defense. If the attack succeeds, remove this condition. This condition is also removed when the current battle is over.
Regeneration [X]. Regain X Health each round. You may not exceed your maximum.
Restrained. The conditioned creature may take an action to remove the Restrained condition. They can take no other actions. An adjacent creature may also take an action to remove this condition. If you run into the unlikely scenario that all of your Rogues are restrained, you can consider them all dead. It's best not to get into the details.
Shielded. Any damage done to this creature is halved.
Shieldless. This creature's Defense suffers a -3 penalty and attacks no longer redirect to them.
Shunned. You can not be targeted by beneficial abilities.
Shitfaced. Shitfaced gives a creature +2 to Physical, -1 to Defense, and -1 to Awareness.
Sickened [X]. Any attempts to heal this creature only bestow half the amount of Health they normally would. Once this condition activates X number of times, it is removed.
Speedy. This creature gains a second action this turn. This applies to the turn the creature receives this condition.
Stunned. The creature skips the rest of this turn following the conditions and cooldown phase.
Targeted. All enemy attacks may only target you, even if they normally could not target you. If they would target multiple creatures, they instead target you that many times.
Temporary. This condition lasts for a half roll of rounds. Once this condition is removed, the creature is removed from combat.
Terrified [X]. This creature must use its action to move backward in the marching order. If it is already at the back of its marching order, it instead attempts to escape. Rogues must make an Escape Roll vs the encounter's ETN, whereas enemies automatically flee.
After the creature completes these actions, they make a Resolve Roll vs TN X. If successful, they remove the Terrified condition.
Vicious. When determining damage you inflict, roll a dice and add the amount to the total.
Vigorous [X]. This creature has a +X bonus to their Physical stat.
Visible. This creature can not have condition: Hidden this turn.
Weakened [-X]. Any Attack Rolls this creature makes suffer a -X penalty.
Zombie. If this creature inflicts damage, the target of said damage gains the conditions: Cursed (∞) and Poisoned [-1] (∞).
* Oh, venom and poison aren't the same thing? If you're so smart, why are you killing goblins in a dark hole for a living, huh?
Delvers Guide
The Delvers Guide's four delves (The Decaying Manse, The Den of the Goblin Lord, The Catacombs of Rotbottom, and The Crypt of Seigfried von Shaddowhammer) are made of lettered choose-your-own-adventure entries, encounter paragraphs and flavour fiction; those are out of scope and are not reproduced here. The monsters they use are in the Monsters Appendix above, and the rules they rely on are in the sections above.