Vertical Scale: How Deep the Deep Halls?

Grand Entry Hall - Front Elevation
Grand Entry Hall — Front Elevation.

In “Channeling Amon-Gorloth,” we defined a “hall” as “any space two or more squares wide and at least twice as long.” Now, we consider the three-dimensional space, notably, ceiling heights, the incline of stairways, and how to handle intruding upper levels.

The following discussion considers only the built dungeon areas. The priests may or may not have given similar treatment to the natural caverns. We assume the horizontal scale is ten feet to the square.

The Deep Halls of Amon-Gorloth - Dyson Logos
“The Deep Halls of Amon-Gorloth” by Dyson Logos.

How High the Ceilings?

General rules are easy to remember and give us varying heights by how we define the space as well as its width. A particular space may vary from the rules.

Definitions

For the purpose of determining ceiling heights, we define the following spaces:

Hall: Any area at least 20 feet wide and at least twice as long as its width.
Chamber: Any area at least 20 feet wide and less than twice as long as its width.
Corridor: Any area less than 20 feet wide.

Using the entry way as an example (map above): From the outside, a corridor, part caved in, leads 30 feet into a hall. Through the door on the right, another corridor leads to a few chambers.

Halls and Chambers

As these halls are “used by the priests to some devotional purpose, including entombment” (“Channeling Amon-Gorloth”), I imagine impressive ceiling heights.

Halls and rectangular chambers are barrel vaulted, peaking at five feet higher than their width. Square chambers are groin vaulted, also five feet higher than wide.

Chamber - Groin Vault
Chamber — Groin Vault.

Corridors

Corridors are barrel vaulted at only ten feet high. This makes for a cramped space—a contrast to the halls and chambers.

Halls  Chambers  Corridors
Halls, Chambers, Corridors.

How Steep the Stairs?

Ever since I’ve had the imagination for such things, I assumed dungeon stairs go up and down at a 45° angle. Ten horizontal feet on the dungeon map means ten vertical feet. This makes imagining the dungeon in three dimensions simpler.

We see though, in our explorations, that these halls are not simple but “twisted and nightmarish.” The dreaming priests, in their oneiric interpretations, were forced to devise other solutions.

Typical stairs in our residential world step up at a 37° angle, rising 7.75 feet for every ten horizontal feet. According to the US Department of Labor’s Occupational Safety and Health Administration, standard stairs incline from 30° to 50° from horizontal.1 Up to 70° is considered steep. More steep is a ladder. Less than 30° is a slope.2

Slopes  Stairs  and Ladders
Slopes, Stairs, and Ladders.
Angles for vertical rises of 5-30 feet over ten horizontal feet.

Reaching into our backpack, we pull out a slide rule or a Pythagorean theorem calculator.3 In the table below, a is a stair’s vertical rise over a ten-foot horizontal distance (b), c is the distance traveled up or down, and α is the incline from the horizontal plane.

Table of Slopes, Stairs, and Ladders
a c α Term
35′ 36′ 74° Ladder
30′ 32′ 72°
25′ 27′ 68° Steep Stairs
20′ 22′ 63°
15′ 18′ 56°
10′ 14′ 45° Standard Stairs
5′ 11′ 26° Ramp or Slope

In our cartographic interpretations, we have considerable leeway between 30 and 70 degrees. The immediate impact of the incline is the height limitation on any space directly below another space, i.e., the distance between levels. For in the “convoluted mausoleums,” the halls and corridors of one level pass over and under those of other levels.

We find a good example in the entry hall, where we pass beneath a corner of an upper chamber.

Ten Feet, 45 Degrees: At 45 degrees, the stairs to Level 1, which occupy a ten-foot square, go up only ten feet. The lower the angle, the lower a level’s height. I would put 45 at the minimum angle. No matter the stair height, the upper level intrudes the entry. We could make it work at ten feet high, but deeper seems more appropriate in The Deep Halls.

Stairs and Steep Stairs
Stairs and Steep Stairs.

Twenty Feet, 63 Degrees: Rising 20 feet over ten horizontal, the incline is 63 degrees, approaching but not quite ladder steep. The precarious angle may well impact movement and melee (see “Optional Rules for Steep Stairs”) and might give explorers a moment of vertigo.

Upper Level Intrusions

Now that we have the ceiling height and the upper room’s position above the entryway floor, we can look at how to handle the inevitable intrusion. Here, we deal with the entryway. Other instances, encountered further on, might be handled in similar fashion.

The challenge is to respect the map. That is, we cannot add columns, walls, or other features. The best way I’ve come up with is modified groin vaulted ceilings of differing heights, side by side.

Entry Detail
Entry Detail, Showing Side-by-Side Groin Vaults Between the Second and Third Columns of the Grand Entry Hall.

I am not certain this structure would stand. A groin vault is normally square. The cartographer’s column placement imposes a length longer than the width. To accommodate the rectangular space, I dropped the long arch’s base a few feet below that of the shorter arch.

The right vault rises to 35 feet above the floor. The left peaks at 20 feet. The upper room is supported by the vault below it.


Notes

1 1926.1052 - Stairways, Occupational Safety and Health Administration.
2 Standard Stair Angle: Typical Pitch Of A Staircase Slope By Use Case, Lapeyre Stair Blog.
3 Pythagorean Theorem Calculator, Calculator.net. 

Spells End

Sometimes I just want to play D&D. Explore dark places, fight monsters, take their treasure. No complicated plot, no detailed record-keeping, no play report. Just a pick-up game, rolling dice, and enjoying the story as it emerges from the interaction of setting, character, and probability statistics.

Last winter I started “Spells End,” a pick-up game using Holmes Bluebook and Sets One of Dungeon Geomorphs and Monster & Treasure Assortment. The first character, whose name was Pengodain, came from “elf-land,” seeking knowledge and magic. He met with some success, learning of the doomed wizard Zenopus and recovering a magic sword from the dungeon below his old tower. But the elf’s career was cut short through party treachery due to a quirky alignment-determination system for hirelings.

The second character is Eydis. A former hireling, now with Pengodain’s map and magic sword, the lawful evil fighting woman led her own group into the dungeon. In one of the few remaining rooms yet to be explored, Celebrian, the party elf, charmed the thaumaturgist.

Friendly discussion ensued. All agreed that the party would assist the thaumaturgist in his endeavor to take over the level.

I added the thaumaturgist and his charmed fighter to the order of march as they proceeded north to dig out the dirt tunnel that leads beneath the cemetery. Celebrian knows his spell could wear off in a day.

Beneath the Cemetery and City Catacombs
Geomorphs squares are twice the size of the Sample Floor Plan. Beneath the cemetery, G-II, ghoul-dug tunnels lead from grave to grave, tomb to tomb. To the northwest, more undead roam the city’s catacombs, K-IV.

Settled in after a recent move, I’m ready to renew exploration of The Deep Halls.

Attack and Defense on the Fantasy Combat Table

“The possibilities for employing such creatures are almost endless, and the abilities and weaknesses of each should be decided upon prior to the game they are to be used in. For example, a giant spider might be unkillable by normal men, but will kill them unless they roll a save of 8 or better, and it would combat fantastic opponents as if it were a Lycanthrope” (Chainmail, 36, entry Giant Spiders and Insects).

In the last few monster descriptions (36-7), Gygax and Perren give examples of adding new creatures to the Chainmail system using the framework of the rules. Chimerea and other such mythical flyers, for instance, are treated “as the most nearly corresponding type of creature covered herein.” Giant Wolves attack as Light Horse and move as Medium Horse. Versus fantasy creatures, they get two attacks “as men” (which I read as two Light Horse), and they defend as a Wight. In the example cited above, a spider’s poison is modeled by a saving roll.

To assign attacks and defenses as an existing creature on the Fantasy Combat Table, some analysis is required. Scrutinizing the table, we see that each creature attacks with varying success against the others, and the creature’s defense is subsumed into the opponent’s attack. So, a dragon hits a wizard with a two-dice roll of 10, while the wizard hits the dragon with a 9. There is no separate defense roll.

Totaling all a creature’s attack target scores, we get a clearer, though simplified, view. Likewise, for defense.

The score required for each attacker-defender pair makes sense—or at least can be justified. Figuring out whether one creature is more or less powerful than another, however, is difficult. Totaling all a creature’s attack target scores, we get a clearer, though simplified, view. Likewise, for defense.

Fantastic Opponents by Attacks and Defenses

In the two tables below, creatures are ranked by best attacks and best defenses, respectively. The stronger attacker has a lower total. The stronger defender, a higher.

Order of Best Attacker
Rank Creature Attacker Defender
1 Dragon 82 130
2 Elemental 86 121
3 Super Hero 91 110
4 Giant 92 118
5 Treant 95 115
6 Wizard 99 121
7 Roc 101 109
8 Hero 117 76
9 Lycanthrope 118 78
10 Troll, Ogre 118 86
11 Wraith 119 108
12 Wight, Ghoul 121 67
Order of Best Defender
Rank Creature Attacker Defender
1 Dragon 82 130
2 Elemental 86 121
3 Wizard 99 121
4 Giant 92 118
5 Treant 95 115
6 Super Hero 91 110
7 Roc 101 109
8 Wraith 119 108
9 Troll, Ogre 118 86
10 Lycanthrope 118 78
11 Hero 117 76
12 Wight, Ghoul 121 67

Using these tables, we can more easily find the general power of a new creature. Once narrowed to a range of two or three existing creatures, we decide on an equivocal creature by a brief examination of those creature’s attacks and defenses, perhaps choosing one creature for attacks and another for defenses. One step further, if a couple scores vary widely from our vision of the new creature, we might assign different scores, taking the example of some opponents versus True Trolls (table, 34).

Comparing Creatures by Rank

Further analysis reveals the order of attackers mostly corresponds to that of defenders. Dragons and elementals, for example, are ranked first and second in both orders. Wights are last.

Rank Attacker Defender
1 Dragon Dragon
2 Elemental Elemental
3 Super Hero Wizard
4 Giant Giant
5 Treant Treant
6 Wizard Super Hero
7 Roc Roc
8 Hero Wraith
9 Lycanthrope Troll, Ogre
10 Troll, Ogre Lycanthrope
11 Wraith Hero
12 Wight, Ghoul Wight, Ghoul

In this table, we see that some types are ranked differently for attacks and defenses and that these are paired (italicized). Super-heroes are ranked third as attackers, sixth as defenders, while wizards are the reverse: third as defenders, sixth as attackers. The same with the pairs hero-wraith and lycanthrope-ogre.

Wizards, Power Levels, Complexity, and Choosing Spells

Chainmail doesn’t say how to determine which spells a Wizard may cast. Perhaps it is implied that the referee choses the spells according to the scenario. Or we might assume a Wizard may cast any spell.

Lanze Wizard Casts Cloudkill
At the Battle of Throrgrmir, a Wizard Casts Cloudkill.

If we want to determine a particular spell list for a Wizard, we could use a random method, either by drawing cards from a deck or by rolling dice. One way to get a number from 1 to 16 on dice is to roll a d8 and d6. The d8 determines a pair of numbers: 1 is 1-2, 2 3-4, and so on. Between the two numbers, choose odd or even based on the result of the d6.

I use the general term magic-user hereafter to refer to a Wizard of any power level, reserving the specific term for the more powerful of the class.

In the Valormr Campaign, Zosimos and the Elf King and Queen are seven-spell Wizards. All other magic-users have a point value of 80 (close to average by number of spells), and I dice for the power level. Spells are determined by drawing from a deck.

Complexity

In addition to this randomosity, I added Chainmail’s optional Spell Complexity (33). Because the complexity was often higher than the user’s level, spells rarely took effect. A fireball, certain of effect, was more worthwhile than a spell with little chance of success. Magic-users became 80-point missile throwers.

After a brief trial, I did away with it. Spell Complexity is better used when the spell list is determined with some judgment.

Player Choice

To preserve some power in spell-use while incorporating Complexity, we might allow the player to choose spells of any complexity, either before play or in game. In both cases, the player judges the risk of failure.

Restricted by Complexity

To lean in the direction of later adventure games, we might throw out the chance of spell failure and restrict a magic-user to complexity levels at or below his or her power level, based on number of spells. A Seer has access to only Complexity 1 spells, for example; a Warlock, Complexity 4 and below.

Choose From a Subset or the Entire Spell List?

While the adventure game that grew out of Chainmail restricts arcane magic-users to a subset of spells—usually acquired over time and collected in a spell book, we might allow access to the entire spell list, possibly restricted by complexity as above. This carries the potential to slow play, as the player must consider more options. On the other hand, it makes magic-users a little more powerful and makes them appear more prescient, as they are more likely to have just the right spell for the situation.

Valormr Concludes on Three Tables

A year ago, due to the current world situation, I had the opportunity to rent a small apartment on the beach at a monthly rate that fit a nomad’s budget. It’s equipped with all the necessities in two rooms with a view on the sea, a constant breeze, and three tables of various sizes. With an eye on the tables and knowing that human contact should be limited for the coming months, I rekindled the decade-old idea to play a solo wargames campaign.

Valormr, like Wyrm Dawn from which it spawned, informs the upcoming B/X campaign.

The strategic movement map is laid out on the first table. When opposing forces meet, battles are fought on the second. The third table is reserved for the Throrgrmir Citadel, where take place the opening and closing engagements: the dragon’s assault on the Citadel and its storming by the Forces of Law.

No table for dinning remains to me, but who needs to eat when you can play wargames?

Forces of Law Execute a Plan
Forces of Law Execute a Plan.

Moving overland, the Aeskrvald and Lanze armies are escorted by elves through the Ellriendi Forest to take up positions northeast of the Citadel, while Noerdenheim and Grallune move by sea to capture Port-of-Sands then the Keep on the Pale Moor, thereby cutting the Chaos Armies’ supply lines.

Battle of Throrgrmir
Battle of Throrgrmir.

The Chaos Armies routed from the field, Anax Archontas hops from his perch atop the Throrgrmir Citadel to deliver a tongue of fire into a formation of Grallune troops.

Meanwhile, an adventuring party gains the base of the Citadel, where they enter a secret tunnel. The adventurers must find their way through a dungeon, overcoming any obstacles, to enter the Citadel’s upperworks.

Ostanner ninjas move through woods to the base of the Citadel’s plateau. They are to scale the cliff and the ramparts to create a diversion as the adventuring party enters the Citadel to open the gates.

Zosimos Wields the Wyrmwyrd
Zosimos Wields the Wyrmwyrd.

A moment later, a strange wizard from south of the World Dragon Mountains confronts the dragon. With a device fashioned by the Throrgrmir dwarves, Zosimos banishes the would-be usurper from the Throrgrmir Valley. Anax Archontas’s bid to become the first emperor of the Age of Dragons ends with a few spoken words bolstered by the power of the Fates. The device ever after is called the Wyrmwyrd.

Hadewych Pretends to an Empire
Hadewych Pretends to an Empire.

The dragon is gone and with it the Chaos Armies’ raison d’être. But the dwarves below are starving, and the Forces of Law are diminished and weakened, while armies of kobolds, orcs, and gnolls arrive from the south, and the Wraithwright marches at the head of an undead legion from the north. Hadewych the Arbiter, with two regiments, a host of heroes, and the Citadel’s upperworks under her control, finds herself atop an empire ready for the taking.

Storming of the Citadel
Storming of the Citadel.

But the Forces of Law set up a catapult on the hill due south. It pelts the ramparts before Grallune forces march up the slope. As fighting erupts on the Stonesward, the adventuring party fights its way from the Greensward toward the gate, and, bursting through the door from below, dwarves cry vengeance and death to Throrgrmir’s enemies.

This is the Throrgrmir Empire, rich with gold and gems and treasures beyond imagining. If she wants it, Hadewych must fight for it.

Storming of the Citadel (Overhead)
Storming of the Citadel (Overhead).

 

The year on the beach draws to a close, as does the wargames campaign. I’ve kept a detailed record of events of Valormr, which, like Wyrm Dawn from which it spawned, informs the upcoming B/X campaign.

Forces of Law

Apart from the Throrgrmir Civilization, Aeskrvald is the largest power center within the realms of law. Though a venerable and well-loved king still sits on the throne, the city is effectively ruled by a prince. The Prince of Aeskrvald coordinates the Forces of Law, but the armies remain independent.

Each Throrgrmir regiment represents one clan. At this point in Throrgrmir’s Renaissance, eight clans comprise the dwarven civilization. Each dwarf clan recruits a regiment. Regiment commanders are Dwarf-Heroes.

Ambush at Eckselon Pass
Ambush at Eckselon Pass.
Mordred leads the Gyrhawk army along the mountain trail. Oberon’s orcs, hiding in woods, await the moment.

Law Strengths

  • Many Hero and Super-hero types.
  • Many Wizards.
  • Many enchanted items.

Law Weaknesses

  • Fewest total points.
  • Few fantasy creatures.

Orders of Battle: Forces of Law

See General Notes on the Tables in “Chaos Armies.”

Throrgrmir (Dwarves) — 8 Regiments Budget 400
Figures Points
Type Cost Available Current Subtotal Total
Command Element
Harbard (Dwarf-Superhero) 50 1 1   50
Dwarf Boar Riders† 12 2 0   0
Dwarf Crossbows‡ 3.5 6 6   21
Enchanted Arrows 10 0 0   0
Magic Swords 10 1 1   10
Magic Armor 10 1 1   10
Subtotal   9 7   91
Typical Regiment Army
Dwarf-Heroes 20 12 1 20 160
Dwarves 2 39 9 18 144
Subtotal   51 10 38 304
Total   60 17   395
† Creature type not defined in Chainmail.
‡ Range 18″.
Aeskrvald — 5 Regiments Budget 450
Figures Points
Type Cost Available Current Subtotal Total
Command Element
The Prince (Super-hero) 50 1 1   50
Heroes 20 15 0   0
Wizards 80 5 0   0
Enchanted Arrows 10 6 0   0
Magic Swords 10 6 1   10
Magic Armor 10 6 2   20
Subtotal   21 1   80
Typical Regiment Army
Armored Foot 2.5 50 23 57.5 287.5
Archers 4 8 4 16 80
Subtotal   80 27 69.5 367.5
Total   101 28   447.5
.
Grallune — 4 Regiments Budget 400
Figures Points
Type Cost Available Current Subtotal Total
Command Element
Ingegerd (Super-hero) 50 1 1   50
Heroes 20 15 0   0
Wizards 80 5 1   80
Enchanted Arrows 10 6 0   0
Magic Swords 10 6 1   10
Magic Armor 10 6 1   10
Subtotal   21 2   150
Typical Regiment Army
Heavy Foot 2 9 5 10 40
Armored Foot 2.5 50 13 32.5 130
Longbows 5 8 4 20 80
Subtotal   80 22 58.5 250
Total   101 24   400
.
Lanze — 3 Regiments Budget 200
Figures Points
Type Cost Available Current Subtotal Total
Command Element
Arn (Hero) 20 1 1   20
Heroes 20 15 0   0
Wizards 80 5 0   0
Enchanted Arrows 10 6 0   0
Magic Swords 10 6 0   0
Magic Armor 10 6 1   10
Subtotal   21 1   30
Typical Regiment Army
Armored Foot 2.5 50 8 20 60
Longbows 5 8 4 20 60
Subtotal   80 12 36 120
Total   101 13   150
.
Gyrhawk — 3 Regiments Budget 200
Figures Points
Type Cost Available Current Subtotal Total
Command Element
Mordred (Hero) 20 1 1   20
Heroes 20 15 0   0
Wizards 80 5 0   0
Enchanted Arrows 10 6 0   0
Magic Swords 10 6 1   10
Magic Armor 10 6 1   10
Subtotal   21 1   40
Typical Regiment Army
Heavy Foot 2 9 5 10 30
Armored Foot 2.5 50 9 22.5 67.5
Archers 4 8 4 16 48
Subtotal   80 18 44.5 145.5
Total   101 19   185.5
.
The Heagh (Highlanders) — 2 Regiments Budget 60
Figures Points
Type Cost Available Current Subtotal Total
Command Element
(Hero) 20 1 1   20
Heroes 20 2 0   0
Enchanted Arrows 10 6 0   0
Magic Swords 10 6 0   0
Magic Armor 10 6 0   0
Subtotal   3 1   20
Typical Regiment Army
Heavy Foot 2 8 8 16 32
Subtotal   8 8 16 32
Total   11 9   52
.
Noerdenheim (Northmen) — 3 Regiments Budget 80
Figures Points
Type Cost Available Current Subtotal Total
Command Element
Warsgar (Super-hero) 50 1 1   50
Heroes 20 1 0   0
Enchanted Arrows 10 6 0   0
Magic Swords 10 6 0   0
Magic Armor 10 6 0   0
Subtotal   2 1   50
Typical Regiment Army
Heavy Foot 2 6 5 10 30
Subtotal   6 5 10 30
Total   8 6   80
.
Arbenshire (Halfolk) — 3 Regiments Budget 150
Figures Points
Type Cost Available Current Subtotal Total
Command Element
(Halfolk-Super-hero) 50 1 1   50
Halfolk-Heroes 20 3 0   0
Enchanted Arrows 10 0 0   0
Magic Swords 10 3 0   0
Magic Armor 10 3 0   0
Subtotal   4 1   50
Typical Regiment Army
Halfolk-Heroes 20 7 1 20 60
Halfolk 0 18 18 0 0
Subtotal   25 19 20 60
Total   29 20   110
.
Eglidain Burrows (Gnomes) — 2 Regiments Budget 60
Figures Points
Type Cost Available Current Subtotal Total
Command Element
(Gnome-Hero) 20 1 1   20
Gnome-Heroes 20 3 0   0
Gnome Bows‡ 5 5 0   0
Giant Weasels† 5 3 0   0
Enchanted Arrows 10 6 0   0
Magic Swords 10 3 0   0
Magic Armor 10 3 0   0
Subtotal   12 1   20
Typical Regiment Army
Gnomes 2 8 8 16 32
Subtotal   8 8 16 32
Total   20 9   52
† Creature type not defined in Chainmail.
‡ Range 15″.

 

Terrain Selection Modified by Local Terrain

Four hills, two woods, a marsh, and a river runs through it. Using Chainmail’s Terrain Selection method, a battle is fought over similar ground, regardless of the larger terrain in which the engagement takes place.

This is more true in my experiments playing the whole terrain-card deck. But even when limiting the draws to four per player (as the rules suggest), a forest battlefield could be barren of trees. Opposing forces in swampland might fight on a battlefield with a couple hills and no marsh. Conversely, in hill country, a commander might have to maneuver around a swamp. There is no intrinsic difference between battlefield terrain in different biomes.

The following modification simulates more varying terrain. It exchanges terrain cards based on the terrain types occupied by opposing forces on the strategic map.

Mordred and Oberon at Eckselon Pass
Mordred and Oberon at Eckselon Pass.
The Thane of Gyrhawk, travels through mountains on a trail. The Orc King intercepts. Both forces occupy mountain hexes on the strategic map. Ending experiments, I laid this terrain with four draws per side. See the terrain card placements in the photo below.

One or More Terrain Types

Depending on your strategic-level rules, you might fight a battle within a single biome, say forest or hills. Or, outside a campaign, you might be fighting a battle in which the scenario dictates the general terrain. In those cases, you have only one terrain type as input to the following card exchange.

Using the Valormr strategic rules, however, when two or more forces meet on the strategic map, each force occupies one hex. Each occupied hex may have terrain different from the others. We assume the engagement takes place somewhere near hex borders. So, we encounter a mix of biomes.

Replacement Cards

This method requires making additional terrain cards. As an alternative, a pencil mark, erased afterward, on the cards which these replace may suffice.

  • 4 woods
  • 2 marsh
  • 1 river
  • 2 hills
  • 4 wooded hills
  • 4 low hills
  • 4 high hills
  • 1 impassable terrain

Marsh, Pond, Gully, and Rough Ground ★

With this method, we group marsh, pond, gully, and rough ground into a category, designated by a star (★). In some terrain types, we replace one or more of these four cards, which we may choose randomly or by preference.

Simulating Maneuver for Suitable Terrain

A battle does not necessarily take place in a random spot between two armies. Commanders maneuver forces to fight on advantageous terrain. This is modeled in the strategic rules by the contact dice. The commander with the higher throw draws and places, in his or her first turn, a number of terrain cards equal to the number by which the throw was won. In this way we simulate the commander’s advantage gained by outmaneuvering the opponent.

Hills and Lines of Sight

A rise of seven feet or more over a hundred horizontal feet (7% grade) slows movement.1 This becomes the definition of a hill in a tactical wargame. All hills slow movement, but not all hills block lines of sight. At a scale of 1″:10 yards, a hill rises at least two feet over one inch on the table. At 1″:20 yards, the hill is four feet or higher. I round to five.

Class Height Blocks Lines of Sight for Creatures
Low 5′ Smaller than man-sized
Medium 10′ Man-sized to ogre- and troll-sized
High 15′ Up to giant-sized2

I represent hills of different heights with layers of cardboard, from which the contour is cut (photo above). A low hill is one layer. I add another smaller layer, cut to a similar contour, to make a medium hill. For a high hill, I add a third—larger—layer beneath the first. Thus, a high hill is also broader.

Terrain Card Replacements

We take the terrain types given in Chainmail’s Terrain Selection (10) as clear terrain. That is, when all engaging forces occupy clear hexes, we use the terrain cards in the numbers given.

For each non-clear terrain hex occupied by an engaging force, exchange cards as follows. When three or more forces meet, no more than two of the same terrain type should be considered.

Players may agree, prior to the draw, to substitute any card that makes sense in the battlefield scenario.

Clear: No change.

Forest: Exchange one hill and one ★ for one wood card each.

Hills: Exchange one ★ for one hill card. If a second force also occupies hill country, one ★ exchanged should be the marsh.

Forested Hills: As hills, plus exchange two hills for two wooded hills.

Swamp: Exchange one hill for one marsh; two hills become low hills. When a second force is in swampland, also exchange the gully for one river; all hills are low.

Mountains: Exchange the marsh for impassable terrain—a peak, an escarpment, or the like; two hills are high. With a second force in mountains, exchange one ★ for one hill; two more hills, now four out of five, are high.

Rivers and Coastlines: Apply the predominant terrain type as above. River cards define one or more tributaries or inlets.

Terrain Reconnaissance
Terrain Reconnaissance at Eckselon Pass.
A dowel, placed before the terrain-card draw, represents the general line of the mountain trail. Two hills (fore- and background) are high, and the pond is a mountain lake. The previous photo is the finished model. The lone hill opposite the stream is embellishment.

Positioning Rivers, Coastlines, Trails, and Roads

When forces occupy hexes containing linear features, these may be transposed to the wargames table prior to terrain card draws. The position of a river, coastline, trail, or road depends on the relative positions of the forces involved.

Careful placement lends to or limits tactical possibilities for one or more sides without depriving all forces of portions of the table. If all forces are on the same side, for example, the river edges the battlefield. If one force is on the opposite bank, or if one or more forces travel on water to enter the battlefield, the river may well run through it.


Notes

1 Foot Marches, ATP 3-21.18 (Field Manual 21-18), Department of the Army, April 2017, paragraph 1-28.

2 Relating the Chainmail giant’s stone-throwing ability to B/X, I get a stone giant, which is 14′ tall. Bigger giants could see over a high hill.

Pits and Pendulums and Other Means to Retire an Adventurer: OED Traps Digest

Searching for traps? Find them in the OED Traps Digest from OED Games.

After using it in his games for eight years, Dan “Delta” Collins of Delta’s D&D Hotspot and Wandering DMs finally, in this Hotspot post, opened the cover on the pit where he cached this six-page booklet chock-full of traps.

Search for Traps at OED Games

One Table, Myriad Dooms

On the first page, Dan explains in one paragraph how to generate a trap for your dungeon stocking needs. He tells you how often a trap is present, your chance to find it, and failing that, your chance to trigger it.

If you’re old school, you might consult the Monster Determination and Level of Monster Matrix from OD&D’s Underworld and Wilderness Adventures to determine the trap’s level. I adore the “Lost Matrix,”1 and I’m excited to have another reason to use it. On the matrix, you might find a 3rd-level trap anywhere from dungeon level one through five.

Let’s take pit traps, for example. On upper levels, you got your standard covered.jpgt traps for neophyte adventurers. For more experienced delvers, you got pits with spikes, pits with monsters, locking pits, and pits that crush you in your plate mail like a tin can.

The rest of the digest-sized page is a single table of d12 traps for each level, one through six. That’s 72 traps at the end of a dice roll.

Table entries are brief and descriptive. Dan suggests the text may be copied straight into your digital dungeon room notes.

Five Pages of Descriptions

Dan doesn’t leave you gazing at the approaching edge of the swinging pendulum. In remaining pages, he describes each trap, divided by type. There are eight types, including crushing, confining, and magic/energy traps, plus my favorite pit traps. Some have variations, like a poison’s strength or a missile’s accuracy. Each description provides how much damage, what save if any applies, and how to escape the trap should you survive its immediate effects.

Furthering our pit-trap example: At the deepest levels, you might find, if you’re lucky, a covered pit. Lifting the cover, you see spikes poking up from the bottom. The points are covered in poison. When you don’t find the cover, you fall through it, it locks, and the pit floods. Don’t worry. Dan tells you how to get out of it. Spoiler: It’s a job for friends topside. They should have an axe. Hold your breath while they work.

The OED Traps Digest is a free download for the Original Edition Delta fantasy rules system. Go to OED Games and search for Traps.

Working Traps on Wandering DMs, Sunday

For a live trap-stocking demonstration from the author of the OED Traps Digest, catch up with the Wandering DMs on YouTube today at 1 p.m. Eastern US. In “Dungeon Design Dash 2,” Dan and fellow DM Paul Siegel continue their work from a previous episode. Earlier, they stocked monsters and treasures in a one-page dungeon. They intend to finish this week with puzzles, tricks, and traps.

Don’t forget your ten-foot pole. I’ll bring the axe.


Notes

1 I call it the “Lost Matrix,” because, after an abbreviated appearance in the Holmes Bluebook and a more extensive rendition in the 1979 AD&D Dungeon Master’s Guide, it isn’t reproduced in later editions—the beginning of the end of the old school, so saith the grognard.

Dragon Assault on Throrgrmir

Anax Archontas Atop the Central Donjon  Throrgrmir Burns
Anax Archontas Atop the Central Donjon, Throrgrmir Burns.

The red dragon Anax Archontas begins his campaign to subdue or destroy the dwarven civilization with a predawn assault on the Throrgrmir Citadel, entryway to the subterranean domain.

The dwarves, through regular communication with their elven neighbors, are aware of the massing of troops on the north edge of the Ellriendi Forest and increased orc and gnoll activity to the east.

Each dwarf regiment consists of nine dwarves led by a Dwarf-Hero. Two regiments defend the citadel’s ramparts at all times accompanied by a unit of six crossbows. A third regiment is stationed in a nearby barracks. When called, it arrives through the door of the central donjon at the end of the first turn. King and army commander Harbard, always close by, arrives at the end of the second turn.

Two Regiments Defend the Ramparts
Two Regiments Defend the Ramparts.

I imagined the encounter quickly over but more complex. The details of the assault, however, come down to who gets the first go.

The dragon breathes at the end of his move from 90 yards (270 feet or 54 scaled inches) above the plateau ground level directly over the center of the central donjon. His breath’s cone shape terminates in a circle 30 yards or 90 feet in diameter, nearly the citadel’s length and breadth.

If the dragon wins initiative, the breath touches 15 dwarves and 1 dwarf crossbow. The remainder of the two regiments: 3 dwarves, 5 dwarf crossbows, and 2 regiment commanders, make for the donjon door. The last slips through the closing door before the end of their move.

If the dwarves have the initiative, or if movement is simultaneous, all the dwarves enter the donjon by the end of the dragon’s move, when he breathes on empty courtyards. The Greensward goes up in flames.

Regimental Commanders Usher the Last Troops Into the Donjon
Regimental Commanders Usher the Last Troops Into the Donjon.
In my play of the encounter, the dwarves won the initiative.

Either way, the raid is over in a minute. Anax Archontas alights atop the donjon amid the conflagration. He makes brief sorties over the surrounding terrain, setting the countryside aflame. By the time the sun rises over the eastern mountains, the entire valley is aware of a dragon in residence at Throrgrmir.

Given that the dragon breathes at the end of his move—therefore prior to missile fire, the only way the dwarves might defeat the dragon and end the campaign before it starts, is for either or both of the regiment commanders, who are Dwarf-Heroes, to give pass-through fire in the dragon’s first move, shooting the dragon with a crossbow.

He who gives pass-through fire gives up the move phase. A hero needs a two-dice roll of 10 to kill. The halls below are filled with monuments to fallen heroes.

Terrain Reconnaissance and Modeling Example

As the red dragon winged across a starry sky toward the citadel, Arkthark marched the goblinoid horde toward the northwest edge of the Ellriendi Forest. The Elding Regiment North Battalion awaited him.

Using the method outlined in Terrain Reconnaissance, the elven commander drew and placed four terrain cards—based on the difference in the contact dice—on the table in her first turn. Along with a few lucky draws afterward,1 she blocked Arkthark behind obstacles.

The hobgoblin commander had little choice. His orders were to push into the forest before dawn, when the human armies would take up the advance. The orders came from Hadewych the Arbiter, who worked for Anax Archontas. The red dragon brooked no excuse for failure.

Terrain Reconnaissance
Terrain Reconnaissance.

In addition to unfavorable terrain, a two with no modifiers on the contact dice made Arkthark only aware of an elven force before him. He had no idea of its size or composition. The engagement would be fought in the 14th hour of the day, around eight o’clock in the evening. All that is determined from one opposed dice roll. See “Map Contact.”

Modeled Terrain
Modeled Terrain.
Replacing the cards with hand-crafted models gave us the terrain upon which the battle took place.

Hills are cardboard cutouts. Two layers indicate a ten-foot height, which slows movement over one inch per layer going up and obstructs lines of sight through the top layer.

The gully is shown by two strips of cardboard either side it. A gully is considered to be around six feet deep, hiding creatures moving along its length. To cross the width of a gully, a unit must halt on the near side and spend half its move rate to descend into the gully and, if it doesn’t move along it, another half to scramble up the other side.

Woods, clipped from kitchen sponges, are traversed by paths, which are considered wooded for purposes of movement, cover, and concealment, as is a one-inch border surrounding them.

Pebbles simulate a patch of rough ground.

River, pond, and marsh are scissored from cloth rags. The small pebbles lining the water are not rough ground. They only look nice and help to weigh down the cloth in case of a strong wind that blows through the apartment to keep a summertime wargamer cool.

Note the river (which I take for a stream) runs into but not out of the marsh. I suspect subterranean tunnels in the area—perhaps a dungeon.


Notes

1 I’m still experimenting with playing the whole deck of terrain cards. On my square table, two-thirds the scale size of a regular wargames table, the terrain appears crowded. I might reduce the number of terrain cards proportionally for future battles.