Classic Dungeon Crawl
By
Sir Gerard Luft, KDM
Introduction
A Long time
ago, in a part of
This simple card and dice miniature game is based off of the very original Dungeons and Dragons, back in the days of Chainmail and the Classic Dungeons and Dragons boxed set. If the game rules seem a bit simple and occasionally clumsy, they are supposed to be. That was the charm of the “Proto-D&D” fantasy miniature wargaming.
Components
If you have miniatures, you can expand the combat listed below to include terrain and movement. But don’t make sophisticated terrain! “Proto-D&D” terrain is best if they are simply drawn images on 3”x5” cards.
You will need plenty of six sided dice (d6). You will need to construct the decks listed below. There is a common deck for each of the six dungeon levels. You’ll have to reach a certain level with your character in order to advance to the next dungeon level. Use index cards as your character sheets, so that you can keep track of Gold Pieces (GP) and Experience Points (EP) earned.
If you have the original Chainmail rules and the very Original Dungeons and Dragons Rules (three book, white cover set), you can add various rules to increase authenticity and depth to this game (e.g., more selection of magic items).
The 1979 Edition Chainmail Medieval Miniature Rules are available for purchase as an ESD from WotC:
http://store.yahoo.com/svgames-store/tsr6002esd.html
The original Dungeons and Dragons rules (from the three books of the white boxed set) are available for free at:
http://www.geocities.com/classicdnd/dnd.htm
Players and
Characters
This game can be played with 1 to 3 players. For solo play, this is a simple solitaire adventure system for “proto-D&D” fantasy miniature battles. For two to three players, it becomes a competition to survive (be warned that multiplayer games can get very lengthy; it’s best to take this game in sessions like you would a modern D&D adventure, breaking between dungeon levels).
Each player choose one of the three characters provided: Fighting Man (Veteran), Magic User (Medium) or Cleric (Acolyte). For each monster you defeat, your character receives the listed gold pieces for that creature. Experience Points (EP)= GP + 10%. Each Class level has Experience Point requirements. When you meet the next level (e.g., Warrior for 2nd Level Fighting Man, Seer for 2nd Level Magic user, and Adept for 2nd Level Cleric), then you acquire the new stats listed.
In addition to GP, roll 2d6 for each creature to determine if a magic weapon is present: on a roll 12 a magic item is present (Sword +1 for Fighting Man, Mace +1 for Cleric, and Dagger +1 for Magic User). Magic Weapons give a +1 to Medieval Combat and Fantasy Combat Attack Score. If you have the Classic Dungeons and Dragons rules, feel free to use the Magic Item tables to add variety to the Game.
The Turn
For multiplayer games, players take turns taking their turn in a clockwise fashion. The player who last went serves as the next player’s referee (he rolls for the monsters).
Dungeon Level 1
Characters: Start with Veteran, Medium or Acolyte. Your character then advances in its class according to the experience points you gain by defeating monsters and villains (1gp=1ep)
Class Level |
Attack |
Health |
Spells |
Experience Required |
Veteran |
1 |
1 |
|
0 |
Warrior |
2 |
2 |
|
2000 |
Medium |
1 |
1 |
Sleep |
0 |
Seer |
1 |
1 |
Light, Sleep |
2500 |
Acolyte |
1 |
1 |
|
0 |
Adept |
1 |
2 |
Cure Light Wounds |
1500 |
Spell Descriptions:
Sleep- Defeats 2-16 monsters of health 1, 2-12 monsters of health 2, 1-8 monsters of health 3, and 1 monster of health 4.
Light- Dispels Darkness
Darkness: human characters can not attack.
Cure Light Wounds: heals 1 Health
Charm person: Humans, elves, dwarves, kobolds, goblins, orcs, hobgoblins and gnolls must roll 7 or higher on 2d6 or be defeated.
Chainmail Medieval
Combat Resolution
Dungeon Level 1 Deck
(4 of each card)
Creature |
Attack |
Health |
Gold |
Kobold |
1 |
1 |
6 |
Goblin |
1 |
1 |
6 |
Orc |
1 |
1 |
20 |
Skeleton |
1 |
1 |
0 |
Bandit |
1 |
1 |
20 |
Dungeon Level 2
Characters
Class Level |
Attack |
Health |
Spells |
Experience Required |
Swordsman |
3 |
3 |
|
4000 |
Conjurer |
2 |
2 |
Sleep, Light, Charm, Invisibility |
5000 |
Priest |
2 |
3 |
Cure Light Wounds, Light |
3000 |
Spells Descriptions:
Invisibility- +4 Attack on next turn upon coming out of Invisibility to fight
Detect Invisibility- Negates Invisibility
Dungeon Level 2 Deck (4
of each card)
Creature |
Attack |
Health |
Gold |
Special and Spells |
Hobgoblin |
1 |
1 |
20 |
|
Zombie |
1 |
1 |
0 |
|
Ghoul |
2 |
2 |
125 |
Paralysis 7 |
Gnoll |
1 |
1 |
20 |
|
Warrior |
2 |
2 |
20 |
|
Conjurer |
2 |
2 |
20 |
Sleep, Light, Charm, Invisibility |
Berserker |
1 |
1 |
20 |
|
Theurgist |
2 |
2 |
75 |
Sleep (x2) , Light, Charm, Invisibility, Detect Invisibility |
Elf Conjurer |
2 |
2 |
20 |
Sleep, Darkness, Charm, Invisibility |
Elf Warrior |
2 |
2 |
20 |
|
Dwarf Warrior |
2 |
2 |
20 |
|
Elf Theurgist |
2 |
2 |
75 |
Sleep (x2) , Darkness, Charm, Invisibility, Detect Invisibility |
Dungeon Level 3
Characters
Class Level |
Attack |
Health |
Spells |
Experience Required |
Hero |
0 |
4 |
|
8000 |
Swashbuckler |
+1 |
5 |
|
16000 |
Theurgist |
-2 |
2 |
Sleep (x2) , Light, Charm, Invisibility, Detect Invisibility |
10000 |
Thaumaturgist |
-2 |
3 |
Sleep (x2) , Light, Charm, Invisibility, Detect Invisibility, Fire Ball 5 |
20000 |
Vicar |
-1 |
4 |
Cure Light Wounds (x2) |
6000 |
Curate |
-1 |
4 |
Cure Light Wounds (x2); Hold Person |
12000 |
Spell Descriptions:
Fire Ball #- Deals # points of damage to all creatures in 3” Diameter. Certain monsters and characters are allowed to make a save roll to avoid damage:
Slowness- Creature affected attacks only once every other combat round
Haste- Creature affected attacks twice per combat round.
Hold Person- Defeats any 1 humanoid creatures. Save roll allowed: 9.
Chainmail Fantasy
Combat System
Following the multiplicity of the “pre-D&D” system, the characters now enter into a new level of combat with powerful fantasy creatures and legendary characters.
Dungeon Level 3 Deck (4 of each card)
Creature |
Attack |
Defense |
Health |
Gold |
Special and Spells |
Wight |
9 |
6 |
3 |
125 |
Silver, drains 1 class level upon a successful hit |
Anti-Hero |
7 |
7 |
4 |
125 |
|
Thaumaturgist |
9 |
7 |
3 |
125 |
Sleep (x2) , Light, Charm, Invisibility, Detect Invisibility, Fire Ball 5 |
Swashbuckler |
6 |
7 |
3 |
275 |
|
Magician |
9 |
7 |
5 |
275 |
Sleep (x2) , Light, Charm, Invisibility, Detect Invisibility, Fire Ball 5 (x2) |
Dwarf Anti-Hero |
7 |
7 |
4 |
125 |
|
Elf Anti-Hero |
7 |
7 |
4 |
125 |
|
Dwarf Swashbuckler |
6 |
7 |
3 |
275 |
|
Elf Thaumaturgist |
9 |
7 |
3 |
125 |
Sleep (x2) , Darkness, Charm, Invisibility, Detect Invisibility, Fire Ball 5 |
Elf Magician |
9 |
7 |
5 |
275 |
Sleep (x2) , Darkness, Charm, Invisibility, Detect Invisibility, Fire Ball 5 (x2) |
Dungeon Level 4
Characters
Class Level |
Attack |
Health |
Spells |
Experience Required |
Myrmidon |
+1 |
6 |
|
32000 |
Champion |
+2 |
7 |
|
64000 |
Magician |
-2 |
3 |
Sleep (x2) , Light, Charm, Invisibility, Detect Invisibility, Fire Ball 5 (x2) |
35000 |
Enchanter |
-1 |
4 |
Sleep (x2) , Light, Charm, Invisibility, Detect Invisibility, Fire Ball 5 (x2); Polymorph Other |
50000 |
Bishop |
-1 |
5 |
Cure Light Wounds (x2); Hold Person (x2); Cure Disease; Sticks to Snakes |
25000 |
Archbishop |
0 |
6 |
Cure Light Wounds (x2); Hold Person (x2); Cure Disease (x2); Sticks to Snakes; Quest |
50000 |
Spell Description:
Polymorph Other- Defeats an opponent by changing its form to a non-lethal one. Save roll: 7
Charm Monster: As per Charm Person, but for Monsters. Roll 3d6: if number equals or exceeds the creature’s Health, it is charmed.
Dimension Door: Allows the magic user to teleport to 36” away from the opponent. Allow 1 extra attack for the magic user if miniatures are not used.
Hallucinatory Terrain- Draws an opponent towards an illusion of terrain. If miniatures are not used, allow the magic user an extra attack.
Continual Light- Prevents Darkness for the remainder of the dungeon level.
Sticks to Snakes- Creates poisonous snakes to attack the opponent: Attack 10, Defense 10, Deadly Poison Save roll: 9
Quest- Defeats one creature by sending it on a Quest for atonement. Save roll: 10
Dungeon Level 4 Deck (4 of each card)
Creature |
Attack |
Defense |
Health |
Gold |
|
Wraith |
8 |
11 |
4 |
500 |
Magic, Deadly Disease inflicted upon a successful hit- will kill character at the end of combat unless cure disease spell is used |
Ogre |
8 |
9 |
4 |
170 |
|
Evil Priest |
9 |
7 |
3 |
170 |
|
Myrmidon |
6 |
7 |
5 |
275 |
|
Werewolf |
7 |
8 |
4 |
275 |
Silver, Lycanthropy |
Weretiger |
7 |
8 |
5 |
275 |
Silver, Lycanthropy |
Werebear |
7 |
8 |
6 |
275 |
Silver, Lycanthropy |
Wereboar |
7 |
8 |
4 |
275 |
Silver, Lycanthropy |
Enchanter |
9 |
10 |
4 |
275 |
Sleep (x2) , Light, Charm, Invisibility, Detect Invisibility, Fire Ball 5 (x2); Polymorph Other |
Gargoyle |
8 |
9 |
4 |
275 |
Magic |
Dwarf Myrmidon |
6 |
7 |
5 |
275 |
|
Elf Enchanter |
9 |
10 |
4 |
275 |
Sleep (x2) , Darkness, Charm, Invisibility, Detect Invisibility, Fire Ball 5 (x2); Polymorph Other |
Silver- Can only be damaged with silver weapons.
Magic- Can only be damaged with magic weapons.
Lycanthropy- If character is reduced to half Health Score by the Lycanthrope, then he will become a Lycanthrope of the same type unless cure disease spell is used.
Dungeon Level 5
Characters
Class Level |
Attack |
Health |
Spells |
Experience Required |
Superhero |
0 |
8 |
|
120000 |
Lord |
+1 |
9 |
|
240000 |
Warlock |
-2 |
5 |
Sleep (x2) , Light, Charm, Invisibility (x2), Detect Invisibility, Fire Ball 5 (x3); Polymorph Other (x2) |
75000 |
Sorcerer |
-1 |
6 |
Sleep (x2) , Light, Charm, Invisibility (x2), Detect Invisibility, Fire Ball 5 (x3); Polymorph Other (x2); Teleport |
100000 |
Necromancer |
0 |
7 |
Sleep (x2) , Light, Charm, Invisibility (x2), Detect Invisibility (x2), Fire Ball 5 (x3); Polymorph Other (x3); Teleport, Cloudkill, |
200000 |
Wizard |
0 |
8 |
Sleep (x2) , Light, Charm, Invisibility (x2), Detect Invisibility (x2), Fire Ball 5 (x4); Polymorph Other (x3); Teleport, Feeblemind, Cloudkill |
300000 |
Wizard, 12th Level |
0 |
8 |
Sleep (x2) , Light, Charm, Invisibility (x2), Detect Invisibility (x2), Fire Ball 5 (x4); Polymorph Other (x4); Teleport (x2); Cloudkill, Feeblemind; Disintegrate |
400000 |
Wizard, 13th Level |
0 |
8 |
Sleep (x3) , Light, Charm, Invisibility (x3), Detect Invisibility (x2), Fire Ball 5 (x5); Polymorph Other (x4); Teleport (x2); Cloudkill, Feeblemind; Disintegrate (x2) |
500000 |
Patriarch |
-1 |
7 |
Cure Light Wounds (x2); Hold Person (x2); Cure Disease (x2); Sticks to Snakes (x2) |
100000 |
Levels beyond Lord: +1/2 Attack/+1/2 Health for every 240000 experience points
Levels beyond Patriarch: +1/3 Attack/+1/2 Health for every 100000 experience points Spells: 9th 33322, 10th333333, 11th 44433, 12th44444, 13th55544
Levels beyond Wizard:
Spell Descriptions:
Teleport: Allows magic-user to avoid a conflict.
Cloudkill: Kills all in 3” diameter which moves at 6” per tuen away from the caster. Save roll: 7
Feeblemind: Mentally disables an enemy magic user, preventing him from casting spells. Save roll: 10
Disintegrate: destroys 1 creature. Save roll: 9
Dungeon Level 5 Deck (4
of each card)
Creature |
Attack |
Defense |
Health |
Gold |
|
Troll |
8 |
9 |
6 |
500 |
Regenerate 1/2 |
Black Knight |
8 |
8 |
8 |
500 |
|
Wyvern |
8 |
10 |
7 |
500 |
|
Spectre |
6 |
11 |
6 |
1000 |
Magic, drains 2 class level upon a successful hit |
Mummy |
7 |
11 |
5 |
500 |
Magic, Deadly Disease inflicted upon a successful hit- will kill character at the end of combat unless cure disease spell is used |
Minotaur |
8 |
9 |
6 |
275 |
|
Manticore |
8 |
9 |
6 |
500 |
|
Cockatrice |
|
9 |
5 |
500 |
Turn to Stone 7 |
Sorcerer |
10 |
10 |
6 |
500 |
Sleep (x2) , Light, Charm, Invisibility (x2), Detect Invisibility, Fire Ball 5 (x3); Polymorph Other (x2); Teleport |
Hydra |
8 |
10 |
12 |
2000 |
|
Medusa |
|
9 |
4 |
2000 |
Turn to Stone 7 |
Dungeon Level 6
Characters
Lords, Wizards and Patriarchs of 13th level or higher
Dungeon Level 6 Deck (4
of each card)
Creature |
Attack |
Defense |
Health |
Gold |
|
Giant |
9 |
9 |
12 |
2000 |
|
Dragon |
8 |
10 |
12 |
2000 |
Dragonfire 7 |
Hydra |
8 |
10 |
12 |
2000 |
|
Basilisk |
|
6 |
6 |
2000 |
Turn to Stone 7 |
Gorgon |
|
6 |
8 |
2000 |
Turn to Stone 7 |
Chimera |
8 |
8 |
9 |
2000 |
|
Vampire |
7 |
8 |
9 |
2000 |
Magic, drains 2 class level upon a successful hit, Regenerate 1/1 |
Evil Lord |
7 |
8 |
9 |
2000 |
|
Wizard |
10 |
9 |
8 |
2000 |
Sleep (x2) , Light, Charm, Invisibility (x2), Detect Invisibility (x2), Fire Ball 5 (x4); Polymorph Other (x3); Teleport, Feeblemind, Cloudkill |
Evil High Priest |
9 |
5 |
7 |
2000 |
Cure Light Wounds (x2); Hold Person (x2); Continual Light (x2); Sticks to Snakes (x2) |
Classic Dungeon Crawl Thoth file available at:
www.angelfire.com/games4/doctorwhoeyespy/cdc.zip