In Deep Dungeon Doom, I follow #Gygax75 and #Dungeon23 to create a D&D dungeon campaign in a few minutes a day for a year’s worth of days. Working at my own rhythm, I am more than a year behind. To get details on each room as it is created, follow me on Mastodon.
Should we venture into Fury’s Deep as far down as the exposed archway, we find ourselves on paving stones laid in a mosaic pattern 10 feet wide. Straight rows of square stones border the road on either side under a ceiling 30 feet above. The road stretches into still darkness. This is an ancient subterranean highway. Built ages ago by dwarves who once inhabited these now-quiet corridors, it once traversed their extensive realm.
A couple hundred feet farther on, the highway curves through an open square (110). Two columns flank the thoroughfare to support a high irregular vault.
To the southeast, two levels (upper level not shown) of former dwarven barracks were at sometime converted into laboratories by the Lore Kings. Now, a band of hobgoblin warriors occupies these rooms. The hobgoblins work for a wizard, who may be found deeper in the dungeon. Posted here to guard the entrance, the hobgoblins fell under the charm of a spirit naga, who lairs in the southeast chamber (115). A wyvern lurks amid the columns in the northwest chamber (128).
At the curve, the road turns south. There begins a gentle descent (133), noted only by dwarves, that leads down to the Dwarf King’s Palace on the dungeon’s 5th level.
In the middle of a dark night, the ground shook, the earth groaned. Startled from shadowy dreams, the folk of Domesday lay still, wondering throughout the night what new doom had befallen their accursed town.
The sinkhole was soon discovered by goatherds in search of strays in the steep, rocky hills outside town. All was quiet, at first, in its dark depths. Before a year was out, though, shadows could be seen deep down, and after unquiet nights, strange tracks appeared in the narrow gorge that led to the rim.
The townsfolk built a watchhouse to block the only easy access to and from the pit. The post was manned in the day, but none would stay the night after the first such attempt. Avery Dain was a man of 27 years when he came to be called “Oldave,” for he aged a lifetime in that one night.1
Even the daylight shift proved too hazardous. One stormy afternoon the next year, a fury of flames blew from the depths and ravaged the watchhouse and the hills around.
That was a hundred years ago. Now called Fury’s Deep, no one goes there these days save the foolhardy… Save the foolhardy.
Description
A tear in the landscape, Fury’s Deep stretches 110 feet from Rock Point (map 96, northeast) across to Deep’s Dark Defile (104, southwest) and 180 feet from Faerie Falls (102, southeast) to the Carver’s Sand Cliffs (105, northwest). A pit (106) in the western crevasse, over 400 feet down, is said to be bottomless.
An upper floor once joined the two rooms of the Old Watchhouse (95) that straddle the only safe path into the Deep, which is otherwise surrounded by steep granite hills. Steps carved into a rocky cliff once led up to a door, but the wooden upper structure is burned away.
Slipping by the ogres, who lair under a log shelter within the watchhouse, we proceed to a rocky outcrop, called by the locals Witches’ Finger (97), from which we survey our path.
Natural stairs take us to the first precipice (98), down which we must climb or rappel. A hundred feet below, a steep, winding path of rocky dirt leads through Unicorn Grove (99), under the Dryad’s Tree (100), to an Enchanted Lake (101). We then follow the river west, passing Hive Rock (103) and Deep’s Dark Defile (104), before descending farther into the Deep in the northwest at the Carver’s Sand Cliffs (105). A second precipice drops 60 feet onto a slope that slips under an archway of pitted granite stone blocks (107). The archway is about 400 feet below the rim. We avoid the Bottomless Pit (106) to the south.
In Deep Dungeon Doom, I follow #Gygax75 and #Dungeon23 to create a D&D dungeon campaign in a few minutes per day for one year. I post irregular updates here. To get the daily rooms, follow me on Mastodon.
Nexus
Fury’s Deep is a nexus, connecting to diverse dungeon levels and other worlds. Except the Old Dwarf Road (107), further development of the following areas are left to the DM.
98 Cave of the Unknown: They say no one has ever come out of this cave alive, and it’s true. But no one has ever gone into it, either.
101 Enchanted Lake: Nixies live in a complex of submerged caves 80 feet below the surface. The caves may lead to another dungeon level or to an underwater realm beneath the surface of some distant sea.
102 Faerie Falls: The 200-foot waterfall hides two passages:
First, from where it emerges from the cliff, 50 feet below the rim, we can follow the river upstream to the Subterranean Lake (33) in Kubra Kowthar’s Realm (Lyceum Arcanum). Who knows what lies between here and there.
Second, through a grotto beyond the cascade, we enter the realm of Faerie or that of Grimshade, depending on some unknown factor. Both realms are dangerous for mortal beings. From neither does one easily return.
104 Deep’s Dark Defile: Here the river drops into unnatural darkness. I don’t yet know how far down it goes or through what dangerous paths. Eventually, it enters a lower level (probably 8 or deeper) of the dungeon.
105 Carver’s Sand Cliffs: These three sandstone cliff faces seem to be carved by a giant hand. Behind this bizarre facade, a nest—or multiple nests—of giant ants riddles the earth. Foraging tunnels may lead to other dungeon levels.
106 Bottomless Pit: Descending to a magical void on a lower level, the hole is truly without end. Perhaps the void takes hapless characters to the world’s underside.
107 Old Dwarf Road: Beneath the archway, we enter a wide thoroughfare built during the dwarven civilization. We now follow this road farther down into Deep Dungeon Doom.
1 I have the idea that Oldave, despite his apparent advanced years, went on to enjoy a long and successful adventuring career. On retirement, he bought a tavern in Domesday. He became its keeper and occupies the post to this day—for he yet lives, going on his 14th decade and in perfect health!
Gygax and Perren describe the jousting event: “Knights in ‘friendly’ combat, armed with lance and sheild, and mounted upon mighty destriers” (Chainmail, 26).
The original quotation marks imply irony. Indeed, in the context of our scenario, this is no amicable tournament but mortal combat. The objective is to slay the opponent.
Start
The 24 victors of the man-to-man combat phase mount horses and face each other across the central arena. Each figure competes in one joust of three rides. Victors go on to the final phase of Champions of Chaos.
Notes on Jousting
Follow Chainmail’s Jousting rules (26-7, 42) considering the following notes.
By now it is understood: one does not yield nor give quarter in the presence of Solon Theros.
When a rider is unhorsed, combat continues on the Man-to-Man Melee Table (41).
The other rider is not obliged to dismount. These are not knights; they follow no code. This is Chaos.
Consider each rider to wear plate mail and helmet, carry a shield and lance, as well as a sword—all provided by Solon Theros.1
Mounts, also provided by the super hero, are not barded.
See the section on Mounted Men (26), including the table on the chances for an unhorsed rider to be stunned.
A combatant injured as a result of a joust (an “I” result) subtracts 1 from any dice rolls—on the Melee Table, for instance.2
If neither combatant is unhorsed after the third ride, both continue to the final phase.
Knights Among Us
A rider who unhorses the opponent on the first ride may have had significant training. Mark the figure for a mounted hero. Should he or she succeed the final phase, consider treating the figure as a Knight (not from Religious Orders of Knighthood) under Historical Characteristics (18).
Figures
Miniatures are not at all necessary for the jousting phase. There is no difference from one rider to the next. In my case, having only one horsed figure and it without a lance, putting miniatures on the table adds nothing to the spectacle.
I do find one purpose for their use. As one of the competitors is a favorite—Pal Hargrane has some background developed through play—I plant two additional figures of the same likeness among them. By so doing, I triple Hargrane’s chances to continue to the final phase.
Notes
1 The Jousting Matrix assumes combatants are properly equipped.
2 I’m making this up. Other than losing 10 points, Chainmail includes no consequences to a jousting injury.
Some thousands of years prior to the beginning of Wyrmwyrd, the Throrgrmir dwarves defended their subterranean civilization against the red dragon Anax Archondas.
While in Viggo Eskilsson’s day, we refer to the battle as Valormr, at the time it was known as the Battle of Throrgrmir. Later historians would call it the Second Wyrm War. The first was the Battle of Throrgardr.
In the Valormr Campaign, we simulate events and engagements leading up to the Battle of Throrgrmir and the battle itself.
Legend
Terrain
Population Centers
Clear
City
Coast
Town
Forest
Settlement
Hills
Infrastructure
Mountains
Bridge
River, Major
Channel
River, Minor
Ferry
Sea
Ford
Swamp
Road
Fortifications
Track
Castle
Ruins
To the strategic map, I added two towns, cataracts, fords, a ferry, and a bridge. The map image at top is updated. In addition, I appended a legend to this article. The map in higher resolutions, 100, 300, and 600 dpi, is available on the Downloads page. [08:10 15 August 2021 GMT]
The voice of Solon Theros boomed in the arena. “Your enemy is your enemy…”
Pal Hargrane adjusted his grip on the sword and raised the shield again. Solon Theros called a halt to the battle, but his tone forebode ill comings.
Hargrane’s wooden shield, painted with Ternemeer’s three white stars on a blue field, separated him from the Dracken Deep soldier opposite, who raised his flail. The spiked ball dangled above blood-spattered dirt. A moment before, the spikes gouged Hargrane’s shield, and his blade nicked the Drackean’s cheek. The mark trickled red into the man’s dark beard above his own shield, which bore a dragon head, black on dark green.
“Allies You Have None”
The scene depicted here was played on the wargames table. The scenario and setup is described in “‘Allies You Have None’,” the man-to-man combat phase of Champions of Chaos.
“Your countryman is your enemy…”
Hargrane looked to his left and right. Ternesmen along the line, few remained, did the same.
Hargrane’s true countrymen were far away—across the sea, his mother told him. Vikings killed his father and sold his mother, the babe Pal in arms, to Darkmeer traders, who brought them to the Low Countries. Pal grew up starving as a slave, working beside his mother in the mud fields of the Lionsgate Wards, until Ternemeer raiders captured them. Pal was in his twelfth year.
In Ternemeer, they were better treated. They weren’t slaves to the Ternes but bonded laborers, indentured for an indefinite period to pay their own ransom. Such were the customs in Darkmeer. But Pal and his mother had good food, comfortable quarters, and not so long work days. The Ternes protected them from raids by the Warders as well as the Drackeans. Now, years later, his mother was treated as any other Terneswoman, and Pal Hargrane fought alongside Ternesmen and loved them.
With pride he carried the shield with their coat of arms. The blue field was the Ternemeer, a lake after which the surrounding territory was named. The three white stars were reflections in its surface, representing hearth, family, and the protection of one’s neighbors. Ternemeer was his country. The Ternes were his countrymen, indeed.
“Allies you have none—Fight!”
The command echoed between the walls. Three hundred warriors stood, brows furrowed, heads cocked. Pal Hargrane struggled to make sense of the words. Blood pumped hot in his ears. His head spun.
Before the echo faded, a cry of rage rose up from behind Hargrane’s recent opponent. The red mark on the cheek was replaced by a spiked ball and a splash of blood.
Nostrils filled with the smell of copper, Hargrane braced the shield and rushed the new enemy. His blade separated the life from the Drackean’s body, as battle cries again filled the air over the arena at Aldefane.
“Fight!” echoed in Jarl’s ears. To his right, a Ternsman loosed an arrow into the back of a footman, another Ternesman. As quickly, Jarl drew the string of his own longbow and put an arrow into the first. As cries rose up from the battlefield, warriors fell upon it. The nearest target was a Ternemeer swordsman, back turned, eighty yards away.
While Solon Theros spoke, Theodoard got to his feet. He stood knee-deep in running water where he almost drowned. Crossing the stream with his company of armored flail men, he tripped. A man in plate mail is not quick to rise from prone. Soaked with water, he is less quick. Face down in a foot-deep stream, he doesn’t breathe.
Theodoard picked the flail and shield from beneath the rippling surface, grumbling under his breath. He missed the entire battle. For that, he would be ridiculed. There was a Drackean footman now, turning toward him with a smug look.
“Allies you have none—Fight!”
Or maybe it wouldn’t matter so much. Theodoard charged.
Gareth Tor dropped his bow and drew his sword. Any archer who did not would be the first target of any other archer who did not. A Ternemeer armored warrior charged toward him. Another warrior, a Drackean archer like himself, sword drawn, charged the Ternesman from the flank.
When the Ternesman went down, Gareth Tor charged the Drackean, who he recognized. Tor feigned a cut but thrust instead, as he had done in a dozen sparring matches against Seitse Baack. Seitse never did learn to avoid the feint.
Pal Hargrane turned to face his next opponent. None were near. Fallen bodies lay around him. Sixty yards distant, a Ternesman raised a bloody sword. His eyes met Hargrane’s. Then he stopped. The eyes grew round, and the Ternesman fell forward, an arrow in his back.
Hargrane followed the arrow’s fletching to a Ternemeer longbowman. The Ternesman nocked another arrow. Shield leading, Hargrane moved toward the Ternesman. Another warrior, a Drackean flail man, moved in the same direction with the same purpose in his step. The bowman aimed and, as quickly, shot. But the arrow was for neither warrior.
Crouching to pick up the fallen Ternesman’s shield, Gareth Tor looked up in time to see the profile, a steady vertical line and a diminishing horizontal—a receding elbow—a hundred thirty yards distant. He raised the shield and ducked behind it. The arrow’s steel head slammed into the wood, which shuddered at the impact.
Tor grabbed his bow from the dirt and drew an arrow, while he stood. Two armored warriors moved to engage the Ternemeer longbowman, but they were two shots away.
Tor’s first shot went wide. The Ternesman’s next arrow plowed into the ground at Tor’s feet.
While the Ternesman was at the far end of bow range, Tor was well within reach of the other’s longbow. As the Ternesman drew again, Tor let fly another. It too went wide.
The warriors charged the Ternesman, who turned his draw on the swordsman, twenty yards away. Tor nocked and drew, steadied his aim, and released the arrow.
Pal Hargrane charged. The longbowman nocked a third arrow and drew it back. Then he pivoted. Hargrane looked into the Ternesman’s eyes. They were blue. He covered the eyes with his shield, still charging. The arrow rang his helmet like a bell.
An instant later, Hargrane and the Drackean flail man closed on the longbowman, as the last drew a sword. Three weapons raised. Battle cries pierced the air, and an arrow slipped between the two armored men to strike the longbowman’s chest.
While the swordsman checked his swing, Theodoard allowed the flail to follow through. The sword would be quicker, but, now that one bowman was down, the more imminent threat to both warriors was the other bowman. Panting under chest plate, Theodoard yanked the ball from flesh and turned on the Drackean across the field. It was a long way to run. Flying arrows made it longer.
But the Drackean bowman held the missile weapon straight out to one side. Then he dropped it. Relieved that he wouldn’t have to run again, Theodoard raised the flail, but the sword was quicker.
The Drackean bowman, now armed with sword and a Ternesman’s shield, fought well, but Pal Hargrane saw the feint. He avoided the thrust and planted a blade in his opponent’s ribcage. The bowman slumped to the ground. The shield lay across the body. Hargrane’s eyes fell to three white stars on a blue field.
Again, the command echoed between walls. “Halt!”
“Missiles cannot be fired into a melee” (Chainmail, 16).
I allowed it. Though the melee phase follows missile fire, opponents in contact are considered to be engaged in melee. But, having no allies in the fight, Gareth Tor didn’t care if he missed the intended target.
While rolling the attack, I thought of a couple ways to handle a miss. Fond of neither, I was glad the bowman hit the mark.
In D&D (1974), after equating one turn to ten minutes, Gygax and Arneson state, “There are ten rounds of combat per turn” (The Underworld and Wilderness Adventures, 8). As Zach Howard writes, “This is the main reason that the combat round is typically interpreted as 1 minute long in OD&D.”
Indeed, in OD&D the length of a melee round is as clear as it is ambiguous in Chainmail’s Man-to-Man Combat section.
Furthermore, if Chainmail’s combat round is not otherwise “modified in various places” in OD&D, might we then apply the statement retroactively to Chainmail’s man-to-man melee round? In OD&D, a character gets one attack per one-minute round, so the same, a 1:1 figure in Chainmail. The question remains open.
Aside, if we need further proof that units in mass combat melee get only one throw of the dice per turn: it isn’t logical that opposing regiments could finish a melee in a single minute, while a couple of stragglers are still duking it out on the edge of the field.
Considering the clear definition of a round in OD&D, I retract the final conclusion made in “Chainmail, OD&D, and the One-Minute Combat Round,” that is, that the OD&D combat round must be less than one minute in length.
To the contrary, again if we can apply the statement in OD&D retroactively to Chainmail, Gygax and Perren do in fact intend the one-minute round for Man-to-Man Combat, and to be clear, in that one-minute round, each combatant gets one attack—a single throw of the dice.
I retain the other conclusions and observations made in the article. The conclusions, in particular, are that the length of a mass combat melee round in Chainmail is perfectly ambiguous, and that the man-to-man round is not specified.
In the case that the clear rule in OD&D is not a clarification but a modification to Chainmail, then the time scale in Man-to-Man Combat could differ from the mass combat time scale. I point again to the more articulated actions accounted for in Man-to-Man Combat—should one seek justification to change the rule and implement a shorter combat round in their OD&D game.
Thanks to James Maliszewski for bringing attention to the article and to Zach Howard for the comment.
An earlier version of this article did not allow for the possibility that the ten-rounds-per-turn rule is a modification of Chainmail to be applied in OD&D. The final paragraph has been edited accordingly. [05:03 25 July 2021 GMT]
I have long struggled with the one-minute combat round sometimes used in OD&D. Yes, it is easily ignored and many do. But I like at least to make sense of why a rule is as it is. If I don’t understand, whether I use it or ignore it, I’m bugged.
After a reader pointed out an oversight, I reconsidered the final conclusion made in this article, that is, that the OD&D combat round must be less than one minute in length. Please see “The One-Minute Combat Round Revisited.” Though the rule in OD&D—and by extrapolation in Chainmail—is clear, I still struggle with it, and the other conclusions and the observations made herein remain valid, so I leave this article as is.
I think I’ve sussed it. Forgive me if you’ve got this figured out before. I’m catching up. Much has been written about turns and rounds in Chainmail melee. Most of what I find on the internet discusses melee resolution in mass combat.1 I wasn’t able to wade through it all. Please do point me to other arguments or make your own in the comments below.
Mass Combat vs. Man-to-Man
I’m talking here about the combat round in Chainmail’s Man-to-Man Combat system, which is inherited by OD&D. On the subject of melee resolution in mass combat, the rules are, whether by design or lack of it, perfectly ambiguous. One could argue either way, citing, in many cases, the same passage from the text.
To decide, I defer to the definition of Melee Resolution (15). According to my reading, melee “rounds” occur at step 6 in the turn sequence. Each side engaged in melee throws one or more dice a single time to determine hits, casualties are removed, and post-melee morale is tested. If both sides stand the morale test, they are still engaged in melee. But, unless in the middle of a charge, we go on to the next melee on the field, where we repeat the process: dice, casualties, morale, until all melees have had a round. Then, we go back to step 1 in the turn sequence to let other figures on the field get a turn before we continue melee(s) at step 6 in the next turn.
In Chainmail, Gygax and Perren give us the one-minute turn for miniatures combat (hereafter, mass combat2). They also give us the man-to-man combat rules, to which “all the [mass combat] rules apply, except where amended below” (25). Later, in D&D (1974), Gygax and Arneson describe Fighting Capability as “a key to use in conjunction with the Chainmail fantasy rules,3 as modified in various places herein” (Men & Magic, 18).
Mass combat and man-to-man melee must take place at different time scales.
Modern interpretation of this combination of rules yields the one-minute combat round for OD&D. [See also “The One-Minute Combat Round Revisited.”] After a few more man-to-man combat rounds this morning, it occurs to me that mass combat and man-to-man melee must take place at different time scales. That is, in a one-minute turn, all units engaged in mass combat roll the dice once against opponents, while figures engaged in man-to-man melee may roll more than once, exchanging a series of blows, until the outcome is decided—in the same one-minute turn.
I outline the argument below. I hope it is more coherent than its subject matter.
Diverse Sources
Even the casual Chainmail reader is not surprised to learn that the published rules are not a cohesive system for mass combat and individual melees with magic and monsters, integrated like the systems on board an M1 Abrams main battle tank. Chainmail is a number of rules subsets, cobbled together from different sources, more akin to a field-expedient shoe repair job.4 Historian Jon Peterson finds antecedents for the three major subsets, which correspond to the major divisions in Chainmail’s contents table.5
RULES FOR MEDIEVAL MINIATURES—Rules for Medieval Wargames, Tony Bath, 1966.
MAN-TO-MAN COMBAT—Contribution to Wargamer’s Newsletter #51, Phil Barker, 1966.
FANTASY SUPPLEMENT—Rules for the New England Wargamers Association, Leonard Patt, 1970.
Note that Chainmail does not take the earlier systems whole cloth. Peterson uses words like “derivative,” “borrows,” and “prefigures” to describe the relationships. Of the subsystems, Peterson writes, “each derived from different influences in the creative commons of miniature wargaming, and although Gygax adapted and anthologized them, little effort was made to reconcile or interwork them.”6
It is this lack of reconciliation that sows confusion. That each subset comes from a different source opens the door on the possibility that the time scales differ in mass combat and man-to-man melee.
Turn Sequence and Man-to-Man
Before I go further, it must be understood that the Turn Sequence is used in the Man-to-Man system. If you’re a believer, please skip down to the next heading. If not, let me convince you.
The Turn Sequence, whether move and counter-move or simultaneous movement, stipulates steps for each turn. The sequence is, of course, given in the mass combat section. But those rules apply to the man-to-man rules “except where amended” (25), and, in this regard, they are not.
The best evidence for this is in the “first blow” section (25), which introduces the notions of “attacker” and “defender” without specifying how the designations are determined. It’s implicit—use the Turn Sequence: “1. Both opponents roll a die [for initiative].” Unless the opponent with the high roll opts for the counter-move or wants to parley, he or she is the attacker. The other, the defender.
Melee Resolution
So, if we agree that the Turn Sequence is intended to be used with Man-to-Man Combat, then, after initiative, the opponents move, take artillery and missile fire, and at step 6: “Melees are resolved.”
Here is where the confusion between the two disparate systems comes into play. In the mass combat section, Melee Resolution is described:
“After both players have rolled the number of dice allotted to them for their meleeing troops by the Combat Tables, casualties are removed, and morale for both opponents is checked” (15).
As this is not explicitly amended in the Man-to-Man section, we expect each figure to roll once on the Man-to-Man Melee Table and, if neither hits, we wait for step 6 to come around again.
Under that assumption though, the “first blow” section cited above doesn’t make sense. For it goes on to give conditions to determine who gets the first blow on the first and subsequent rounds of melee. If each side gets only one blow per one-minute round, there would be no “2nd round and thereafter” (25), because each side would roll for initiative, which determines the attacker, at the beginning of the turn.
During the melee resolution step, each unit engaged in mass combat melee gets one throw of the dice,7 while, during the same step, figures in man-to-man melee throw dice until the outcome is decided.
Granularity
Two sides in a mass melee roll attack dice and assess damage simultaneously. High above the battlefield, where one figure represents 20 troops, we don’t see who gets the first blow and who gets the second—nor do we want to. The system simulates tens or hundreds of troops attacking and defending during one minute.
At a 1:1 figure scale, we don’t see the entire field. Hovering just overhead, we see a few individuals close up. The action is more granular. We take it as read, for example, that missile fire in mass combat considers only maximum range, whereas Man-to-Man amends missile fire to give a single archer a better chance to hit targets at short and medium ranges.
Below I enumerate some amendments to the mass combat system that imply, when fighting man-to-man, a combat round of less than one minute. There are others. These are both the most salient and the least ambiguous.
1. Rear and Flank Attacks.
“Men attacked from the rear do not return a blow on the 1st round of melee and automatically receive 2nd blow position on the 2nd round of melee. Men attacked from the left flank automatically receive 2nd blow position on the 1st round of melee” (25).
In mass combat we see attacks from the rear and flanks, but there is no second round. The action is carried to the next turn. In man-to-man, we can see the combatant turning to strike the attacker. In the case of a rear attack, he has to dodge another blow before he can reposte. If he is attacked from the flank, we see that he is right-handed.
2 Parry.
“For any weapon 1 class higher to three classes lower than the attacker the defender may parry the blow…” (25).
Above we saw in which hand he held the weapon, now we can compare its size with his opponent’s weapon. Further, at the 1:1 scale, we see the defender parry an attack. In reality, a parry happens in an instant. It’s so fast, a casual observer might not see it. Movie actors have to exaggerate the gesture to show us a parry on film.
3. Horse vs. Foot.
“When fighting men afoot, mounted men add +1 to their dice for melees and the men afoot must subtract -1… Men may be unhorsed by footmen if they specifically state this is their intent before dice are rolled” (26).
At man-to-man scale, mounted men attack with a weapon class versus an armor class, as do footmen. The difference in their disposition is accounted for by adjustments to their dice rolls. Moreover, any unhorsing is assumed in the mass melee combat tables. At 1:1, we have to state the intention and hope for success.
Conclusion
How much time does it take to turn around? How long to parry a blow or take a swing at a rider? I’m not arguing to set a number of seconds for the man-to-man combat round. My point is that the period is not stipulated and that it must be less time than the one-minute turn.
In Chainmail’s Man-to-Man Combat, a round of melee is like a round of drinks: We don’t know how much time it takes. We only hope to be upright at the end of it.
I conclude that Gygax and Perren do not intend the one-minute round for Man-to-Man Combat. Rather, the entire man-to-man melee is assumed to be resolved in the one-minute turn. The length of the man-to-man round is not specified in Chainmail nor, subsequently, in OD&D.8, 9
Notes
1 For further discussion on the topic of melee resolution in mass combat, see “Melee Rounds per Turn in Chainmail,” on the “Original D&D Discussion” forum.
2 It is rare if ever that we see the term “mass combat” in early wargames rules. When they refer to combat or melee, they speak of clashes between companies, regiments, and brigades. Individual engagements are the exception. Hence the terms “man-to-man” and “individual” melee, which are today disused.
3 I ignore the particular reference to the fantasy rules and assume Fighting Capability is interpreted within the frame of the entire ruleset.
4 It does not escape notice that, around the time Chainmail was being developed, Gygax supported a family of five as a shoe cobbler.
5 Links to Peterson’s articles about subset antecedents on his “Playing at the World” blog. Beware the rabbit hole.
7 A caveat concerning mass combat melee: Each unit gets one throw of the dice unless, as in the case of the example (15-16), a charge is not halted in the first throw of the dice and the charging unit meets an enemy unit by the end of the charge move. In that case, the charging unit and its opponent get another throw in the same turn. A similar scenario can occur when missile troops refuse combat (15).
In the case, however, where the result of post-melee morale is “melee continues,” I read “melee continues [the next turn].” This, based chiefly on the text of Melee Resolution (15, cited above).
8 Though he stipulates a 10-second combat round, Moldvay reproduces Chainmail’s man-to-man system in a more coherent manner. The significant changes in B/X (1981) are two:
The side with initiative goes through all the steps of the turn sequence before the other.
All actions—melee as well as movement, spells (artillery), and missile fire—take place within the 10-second round.
9 We don’t forget that Gygax instituted the one-minute combat round in Advanced D&D (Dungeon Master’s Guide, 1979). There, the author stated clearly his intention:
“Combat is divided into 1 minute period melee rounds, or simply rounds, in order to have reasonably manageable combat. ‘Manageable’ applies both to the actions of the combatants and to the actual refereeing of such melees. It would be no great task to devise an elaborate set of rules for highly complex individual combats with rounds of but a few seconds length. It is not in the best interests of an adventure game, however, to delve too deeply into cut and thrust, parry and riposte (61).”
If our own intention is to the contrary—that is, to delve, however deep, “into cut and thrust, parry and riposte,” which is the stuff of fantasy adventure combat since the 1980s, then the argument for “rounds of but a few seconds length” is persuasive.
“Instead of using one figure to represent numerous men, a single figure represents a single man. Use this system for small battles and castle sieges. When using the Man-to-Man Combat system all preceding [mass-combat] rules apply, except where amended below” (Chainmail, 25).
Figures
At the end of the skirmish phase (previous), Solon Theros excuses the commanders and allows the peasants to slink off the field. Remove those figures from the arena.
Champions of Chaos
“Allies You Have None” is the man-to-man combat phase of Champions of Chaos, an introductory wargame scenario, in which Solon Theros chooses champions to fight for Chaos.
Replace each standing unit, no matter how many figures remain, with two figures of its type. Place one where the unit stood, the other some distance away to avoid like-armament melee. For each unit without a standing figure, add one of its figures to the field where the unit met its end.
Each figure represents a warrior equipped as the figure, allowing for exceptions for variety in armor and weapon class.
Using my own field as an example, one figure of Meine’s Light Foot remains. I replace it with two figures. I allow one Light Foot, normally unarmored, to wear leather armor as the miniature wears. The other I designate to wear no armor. Another example, the same figure wields two daggers. To differentiate the figures—who are now “characters” after all—I give one a sword. I want to see how well an underdog performs, so the sword goes to the leather armored figure, while the unarmored figure begins with a pair of daggers.
Twelve to Twenty
If you have less than a dozen or more than a score of figures on the field, add or subtract some. Barring simultaneous combat, where opponents might slay each other, the number of melees you’ll fight is equal to the number of figures less one.
Scales
Although the figure scale is now 1:1, Gygax and Perren do not indicate any change in either the ground or time scales using the man-to-man system. This strains my imagination, but for the moment, I’ll leave it.
Exercising Chainmail
The intent of Champions of Chaos is to learn the Chainmail rules as written and use them at the table. Thereafter, armed with better understanding of their working, we may make adjustments in later scenarios of the Valormr Campaign.
Terrain
The only note concerning the terrain is that columns, in addition to blocking movement, line of sight, and field of fire, may be used as cover versus missile fire. Chainmail says, “Cover subtracts from dice scores” (41), without stipulating the penalty. I suggest subtracting 1 or 2, depending on the attacker’s angle, allowing that full cover makes the target impervious.
Acquiring Shields and Additional Weapons
A victor may pickup the shield and weapons of the vanquished. Multiple weapons may be carried within reason. A dagger, sword, shield, and spear may be carried, for example, but if you don’t fight with the spear, it—or the shield—must be discarded. It comes to the same though, because you can pick up the spear after the melee if you aren’t bleeding out next to it.
To exercise the full range of weapon-versus-weapon and weapon-versus-armor classes, you might allow other weapon types to be picked up. At the end of a melee, roll a d12 on the weapon class list (Man-to-Man Melee Table, 41). A result of 1 to 8 indicates the corresponding weapon is nearby, in addition to the arms of the vanquished; 9-12 indicates no additional weapon is found.1
Record-Keeping Reduction
Allow the combatants to reduce by half your record keeping. Make no notes on armament until the end of a melee.
In a one-minute turn, picking up or discarding a shield or weapon takes no appreciable time, as does sheathing and drawing a weapon prior to engagement. A combatant who draws a weapon in melee, however, is treated as being attacked from the rear (25). You can do it, but you shouldn’t.
Additional weapons in one’s arsenal allow for choice in subsequent melees. As he approaches, consider your opponent’s weapons and armor compared to your own on the Melee Table (41) and the “first blow” rules (25). Don’t draw too soon. Given time, a clever opponent might, after you’ve drawn, drop one weapon and draw another before closing.
Missile Weapons
A combatant using a missile weapon attracts a charge from one to three of the closest opponents in missile range. This because every fighter knows that, even if they aren’t the first target, they might be the next.
Missile weapons are most judiciously used after the field is thinned. A stationary bowman fires at a range from 150 (bow) to 210 yards (longbow) twice per turn, but the second shot is taken at the end of the turn. Consider the number of targets and range before nocking an arrow.
Move, Missile, and Melee
Following the Turn Sequence (9), move each figure—charging whenever possible, take any missile fire, then resolve melees. By my reading of the rules, a man-to-man melee is resolved in its entirety within a single one-minute turn. For simplicity’s sake, conduct one melee at a time.
Because it would too onerous to roll first move (Turn Sequence, step 1) for a dozen figures, on the first turn assume movement is simultaneous but don’t write orders. Dice for first move at the beginning of a melee to determine which figure is the attacker and which the defender. The field should be considerably thinned by the second turn.
One Hit, One Kill
Modern adventure gamers might scour the Man-to-Man Combat section for how many hits a figure takes before it falls. The answer, though unwritten, is one. Hit points haven’t been invented yet.
“Halt!”
In this series of melees, a story unfolds. One warrior is victorious over all opponents. Pit figure against figure until only one remains.
When Solon Theros calls the halt, your figure stands over the prone form of his or her last opponent. Scattered around the silent battlefield, a score of others, enemies and former comrades, stand over prone forms.
Notes
1 Weapons of classes above 8 are unwieldy in man-to-man combat. Just for fun though, pit a dagger against a two-handed sword.
Annemie Tacx drew the killing field. She knew her enemy. Minke Meine was an aggressive commander.
Tacx’s longbows formed across the space between a pillar and the north wall. Their arrows could reach into the bog, south, and across the stream, east. Between the longbows, heavy foot interspersed themselves. A troop of peasants skulked thirty yards behind. Opposite the pillar, two units of armored foot in a column filled the narrow stretch of firm ground beside the bog.
Meine positioned her archers along the stream, just beyond longbow range. Likewise, her armored foot, three units in a column, between the two eastern pillars. Her light troops lined up along the north wall.
Then the doors closed, and Solon Theros, after promising cruel death for cowards, began the battle.
Meine’s armored troops advanced, lead elements crossing the stream. The longbows let fly the first volley as, on Tacx’s right, her own column advanced. The forward unit skirted the field.
The following unit halted at the field’s edge, and Meine’s light foot charged them. The intent surely was to mask the longbowmen’s fire. But the charge was repulsed, and Meine’s main body entered the field under a hail of arrows.
Meine’s lead element charged Tacx’s right. The right withstood the charge. Then, under fire from across the stream, the right pressed the attack, charging Meine’s main body.
The light foot, recovered, charged the firing line. A volley of arrows cut down their first rank. The second rank charged on. The longbows refused combat, falling back to the line of peasants, while the heavy foot halted the charge.
In the killing field, the fight was on. Armored troops clashed. Having dispatched the light charge, Tacx’s heavy foot flanked the line’s left, while Meine flanked the right. In the general melee that followed, both sides were diminished.
With no targets, Meine’s archers advanced, crossing the stream. Tacx’s longbows also advanced, putting the enemy archers in range of indirect fire.
In the loggia above, red eyes blinked. “Halt!” said Solon Theros.
The last swords clanked. Shields lowered. Remnants of armored troops were on the right. The killing field was colored in blood. On opposite sides, longbows and archers. Between them, Tacx’s few remaining heavy troops stood, chests heaving.
For the space of a heart beat, all was silent. Solon Theros began to speak. “Your—”
Arrows whisked the air. The heavy troops fell. Silence again.
Another beat, another volley of arrows from the other direction. Archers fell. Stillness followed. A crow swooped over the field to light atop a fallen pillar. It ruffled its feathers.
Solon Theros began again. “Your enemy is your enemy. Your countryman is your enemy. Allies you have none. Fight!”
Annemie Tacx leads Ternemeer to victory over her rival Dracken Deep’s Minke Meine. Both will go on to lead troops against the forces of Law in the Valormr Campaign.
Scores include the two figures felled after the halt. This is Chaos.
Afternoon light seeps through Darkmeer’s mists. At Aldefane, Solon Theros, from the loggia, surveys the field below. His eyes glow red through a steel visor. Atop a tall tower crouches Anax Archontas. Diamond pupils, large as shields, gleam through slits.
Terrain
The simplest version of the scenario is played on a featureless field. To exercise the terrain effects rules, I embellish the arena.
A loggia, still intact, overlooks the arena from the north. Beside it, a stone tower reaches 480 feet into the fog above.1 An ancient fountain (off table) still flows. Water spills through cracks to form a stream (blue), which floods low ground (bog, green). Massive columns (stones), which once supported a roof, lean at discomforting angles. The sinking ground toppled one of the four. It lies half submerged in the bog. Elsewhere, the decaying structure deposits rubble (pebbles) on the otherwise hard-packed dirt. A large gate, now destroyed, once enclosed the south side. A door is set in each semicircular end, east and west.2
With 120-foot bases, the columns, whether standing or toppled, block movement, line of sight, and field of fire. Consider rubble as rough terrain. The stream is 20 yards wide at all points. Otherwise, see the Terrain Effects table (Chainmail, 9).
Champions of Chaos
“Dracken Deep vs. Ternemeer” is the skirmish phase of Champions of Chaos, an introductory wargame scenario, in which Solon Theros chooses champions to fight for Chaos.
Figures
The orders of battle give the number of figures by cost and troop type for each force.
Orders of Battle
Dracken Deep
Ternemeer
Troop Type
Cost
Figures
Total
Figures
Total
Peasant
0.5
3
1.5
Light Foot
1
5
5
4
4
Heavy Foot
2
4
8
3
6
Armored Foot
2.5
10
25
9
22.5
Additional Weapons
Bow
3
4
12
Longbow
4
4
16
Total
19
50
19
50
Notes on Orders of Battle
Additional weapons count only for total points; the figures are already counted.
Commanders are not purchased. They don’t fight. Their presence impacts troops on the battlefield as per Chainmail’s commander rule (21).
Dracken Deep Bows are Heavy Foot; Ternemeer Longbows, Light.
At 50 points per regiment, Anax Archontas spends 100 points, which are deducted from Chaos’s total for the Valormr Campaign. With the points, the dragon could have bought five heroes. He expects Solon Theros to produce more.
Deployment
Regiments are divided into formations of like troops called units.3 The commanders dice for first go. The winner chooses a side of the stream in which to setup her troops, positioning herself in the stands above. Her opponent takes the other side.
The commanders, in turns, then place one unit at a time, each anywhere on her side of the stream.4 The commander figure is also placed in turn on the battlefield.
Start
When the last unit is deployed, Solon Theros orders the doors closed. Two figures position themselves in the south gate. One holds an axe, the other a whip. Both wear black hoods.
Claws scrape granite as the dragon adjusts position. Pebbles and dust fall in a plume from the tower.
Solon Theros scans the assembled troops. “Who flees kneels—before the executioner… after long torture.”
The superhero begins the battle so: “Destroy your enemy; give no quarter.”5
Begin with the Turn Sequence (Chainmail, 9). Move-and-countermove preferred, as it’s faster and easier.
Morale: Test Post Melee Morale (15) as normal but replace a surrender result with a rout. Furthermore, a unit that fails a check for Instability Due to Excess Casualties (17) is not removed from play, nor does it surrender. Instead, each time a unit fails this test, it suffers a penalty (-1) on one dice whenever a roll is made. So, if a unit fails a second time, it takes a -1 from two dice.6
Objective
Score points by removing enemy figures from play. Each figure is worth its purchase cost, including additional weapons. The commander with the most points when Solon Theros calls a halt wins.
Notes
1 The tower’s height puts the battlefield 30 feet outside the range of the dragon’s fear effect.
2 The tabletop arena is built from stones quarried from the wintertime model of Throrgardr.
3 Larger forces might have enough figures of a troop type to make multiple formations. In that case, a formation of like troops may be added to a previously placed formation.
4 Another scenario, perhaps called “Champions of Law,” might restrict setup to a smaller area.
5 Prisoners, the rules for which are too complex for the scenario, are disdained by Solon Theros.
6 Tracking accumulated penalties for instability might be a record-keeping burden. I suspect though that a unit fighting with even the initial penalty won’t last long.