Marching order

His Majesty the Worm · p.43

Open source p.43

4

It is important to understand the order in which the guild marches.

For instance, if there is a pressure-plate trap in a hallway in the Castle of Crossed Destinies, the GM should consult the guild roster sheet. This trap ignores lighter adventurers, such as halflings or gnomes, but activates when someone human-sized or larger steps on it. The first adventurer in the marching order with enough weight to trigger the plate will suffer the consequences.

Each player decides where they want their adventurer to fall in the marching order. Write down your marching order—whether you’re in the first position, second position, last position, etc.

If you’re the first person in the marching order, you have an opportunity to react to dangers the guild approaches.

  • The GM will tell you what you see and ask you what you do.
  • For example, if you spot a goblin, will you attack, shout a warning, or order a retreat?
  • This action is a split-second decision on your part.
  • The GM might call for a test of Cups if the danger you’re marching into is particularly well hidden and your guild is not moving carefully (see p. 91).
  • If you’re first in the marching order, you will also be the first attacked by charging foes.

If you’re in the middle of the marching order, you have someone in front of and behind you. This can be the safest position (sometimes).

If you’re the last person in the marching order, you have similar responsibilities to the person in front.

  • You act as a lookout and must deal with ambushes (see p. 110).
  • If danger comes up behind you, the GM will tell you what you see and ask you what you do.