Classic Dungeon Crawl

By

Sir Gerard Luft, KDM

 

Introduction

 

            A Long time ago, in a part of Wisconsin far, far away…

 

            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).

  1. Draw a card from the particular dungeon level deck.
  2. Fight the Monster using the Chainmail Medieval Combat Resolution abridged version (for Dungeons Levels 1 and 2; found under the Dungeon Level 1 Section), or the Chainmail Fantasy Combat Resolution abridged version (for Dungeon levels 3 through 6; found under the Dungeon Level 3 Section).
  3. If your character dies, your out of the game (though it would be prudent to continue as referee for the other player(s)).

 

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

  1. Roll 1d6 for character and monster (if the game warrants it, the player to the right of the current player may roll for the monster, acting as referee for that conflict).  The highest roll wins initiative.  Reroll ties.
  2. Cast Spell or Attack: The character going first rolls #d6 (#= Attack score). For each 6 rolled, subtract 1 hit from the target’s health.  If the target’s health drops to 0 or less, then that character is defeated.
  3. Repeat step 2 for the character that lost initiative.

 

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.

  1. Roll 1d6 for character and monster (if the game warrants it, the player to the right of the current player may roll for the monster, acting as referee for that conflict).  The highest roll wins initiative.  Reroll ties.
  2. Cast Spell or Attack: The character going first rolls 2d6 (characters add (subtract) their Attack bonus (penalty) to the roll). Characters must have a modified roll equal to or greater than the monster’s Defense Score in order to hit.  Monsters must roll equal to or greater than their attack score in order to hit the character.  One hit causes 1 point of damage.
  3. Repeat step 2 for the character that lost initiative.

 

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