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Geek Gamers on Marching Order
Geek Gamers reviews The Master of the Onyx Tower. Spoiler alert:They liked it. A lot.
If you are interested in solo RPGs, this is a great channel to get into.
Click below to check out the expansion itself.
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A better group of degenerate Rogues you will not find. A bunch of ale swilling, goblin smiting, coin stealing, back stabbing, ne’er do wells.
I couldn’t be more proud.
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Make them cry. Until they die.
The College of Mockery is the perfect Bard subclass for those who want to shit talk their opponents to death. Designed by friend of the Keep, DM Dix, it’s one of the coolest subclasses out there and an amazing blend of mechanics and fiction. It’s surprisingly strategic and a great addition to any adventuring party.
Taunt your foes to death.
Master of the Onyx Tower
The second delve book for Marching Order. Visit a strange tower out of time, mess with the arcane, get chased by killer shadows and possibly have the most awkward sexy time of your entire life.
Requires the Marching Order core set to play.
Everywhere in the dungeon the PCs go, they find little trails of slime, though they seem to only go directly down the middle of the hallway, in a straight line, until making turns at perfect right angles. A PC who makes a 4d6 roll under their Wisdom can hear a slight ticking sound, which seems to be coming from within the walls. Attempts to destroy the walls yield no information.
If they are still there at midnight, a series of chimes sound all around them. Tiny snails with clockwork shells slither out of holes all around the dungeon. They form a procession and move into the nearest room. Once there, they follow each other around in a circle for one minute, until a second chime sounds. They then return to the holes they slithered out from.
Somewhere in the forest, a baby cries. It’s easy to tell what general direction the noise comes from, but it stops as suddenly as it started. If the PCs search for the source of the sound, they find a peculiar tree growing in the middle of a clearing. The clearing is full of dead vines and rotting saplings, as if something leached all the life from the area. The tree itself is dull red and its branches are a tangled mess that seem to be consuming each other. Heavy webs cling to them.
In the midst of the branches is a human baby. A small dopplegänger clambers around it. It adopts the child’s form as the PCs watch. The webs contain 1d6 giant spiders. In ten minutes, 1d4 full-sized dopplegängers return to the tree.
AC 6 , HD 1-1, Att 1 × bite (1d6), THAC0 19 , MV 60’ (20’), SV D14 W15 P16 B17 S18, ML 8 (9 if other dopplegängers are present) AL Chaotic, XP 5 TT None
The Baby Dopplegänger has all the abilities of a fully grown member of its species.
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This encounter happens in a section of the dungeon the PCs have already explored. As they walk back through it, they notice it is incredibly clean in comparison to how it was before. No dust remains on the floor, cobwebs are missing, and lichen has disappeared. Any PC who can make a 3d6 roll under their Wisdom hears a nursery rhyme being sung somewhere ahead.
If they follow the noise, they find Jemerelle, a hermit that comes to this dungeon from time to time to forage for mushrooms and feed her domesticated slimes. Ochre Jellies and Green Slimes surround her, some even crawling upon her decaying clothing. She coos and whispers to them. She would enthusiastically pay 35 gp for anyone that could lead her to a Gelatinous Cube.
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As the PCs move through the forest, they hear heavy, exhausted breathing nearby. If they follow the sound, they find a lone survivor. Their pole-arm is cracked in two and they are heavily injured. Their name is Merro (though their nickname is Porridge, which they’ll mention later, if they live long enough) and the rest of their band has been killed by goblins. They’ve been running for six hours.
If the PCs roll 2d6 under Wisdom, they’ll hear 3d4 goblins in the distance. Anyone that speaks Goblin will hear them talking about the brutish warrior that killed their chief. It seems they’re still on Merro’s trail…
Merro (They, Them)Level 3 Fighter
AC 4  (chainmail + shield), HP 3/17, Att 1 × broken polearm (1d6),THAC0 19 , MV 60’ (20’), SV D12 W13 P14 B15 S16, AL Neutral, STR 14 INT 10 WIS 15 DEX 11 CON 11 CHA 12