Fantasy

Gaming Page

This page is about my Dungeon stuff and some of my friend’s goodies too. The UEDSS has been playing D&D since about 1977 so we all have a lot of goodies and associated games.

Kap and Jean

Original Captain figure just before repaint, and after. The second version is the "Kilted Captain" for our Scottish Highland days. (Wears the Graham Tartan for reasons explained earlier). The last one is Kaptain without armor, for sailing and wandering about town with Jean. This figure was lost, and efforts to replace it have failed. The Jean figure is next to him and is the original from the 70s. It is still around, but she uses a different updated figure now.

 

Kaptain's Primer on Tactics

Ya say ya got your bootie almost kicked cause ya split up, charged headlong into em, and had no organization at all?

Well, then, kiddos this little basic intro is for you.

Dungeon Protocol

(tested and perfected for over 25 years of dungeoning)

First, all parties should have a front rank made up of fighters armored as best as is available at the time. Going down a 10 foot standard dungeon corridor these guys should be side by side, armed with shields, swords, carrying spears in one hand, torches in the other. Ahead of them may be a scout or runner, but this is rare because it trips alarms and if the person is caught he may not be able to be helped. (dragged off by lizardmen, anyone?)

 

Behind the two fighters on the point team and in a position to shoot between them with a bow in what is called "the arrow slot" is someone armed with a bow, and carrying oil. Lots of oil. Fire is your friend in close order combat. This archer can be a thief, fighter, or any class good with a bow. Rangers and thieves are good for this. This person may shoot protectively between the point men at long range at any creature, or even launch a flaming arrow to illuminate a small area ahead. Behind the archer is a team of a magic user and a cleric. The cleric is where he can heal the point team in combat, turn undead, or even join in to prevent penetration of the formation if necessary. His secondary job is to protect the spell tossing magic user next to him, because that person is the heavy artillery. The mage will toss spells and summon goodies, and any direct fire spells may be fired off by the command of "front rank Kneel!" where the point team ducks and the spells fly over. Good wizards, meaning the experienced ones, can toss a spell like a fireball with such a degree of control that it'll burn the monsters engaged with the point team but not even singe the guys on point! It has been done, shipmates!

The formation looks like the 5 spots on a die.

Behind the "artillery and support" is the baggage, usually a mule or some such. This is in the middle of party. Mules are good because you can load treasure, wounded, and supplies of all types on the creature. Being surefooted they are good in a dungeon. The mule must be led by someone, usually a person with low AC and a bow. Bards can be excellent for this position, as it is in the very center of the party.

The rear of the party has a team identical to the point and support team on a properly filled out party, so that being attacked from behind is just as dangerous to the foe as coming from the front. This support team is called the "rear security" and they essentially walk looking to the back. Minimum numbers for this are roughly 11.

Actions on Contact

As the foe is identified, the first ranged weapons are used. Spells, arrows, etc. are sent downrange to the target. Point team drops torches and readies spears. This ranged attack may do anything from kill the foe outright, to enrage it. As the enemy closes the point team can either set versus charge with spear or toss the weapon at the target.

Once contact is made and swords are being used the archer may cast oil into the enemy ranks on contact and torch off the oil with one of the torches the point team has dropped. This will make it hot for the foe and even if they are not taking damage from combat yet the fire is more than likely doing some damage.

A variation is to pool oil in front before contact by the entire point team, and torch it off to keep the foe out of hand to hand range thereby enabling more spell hits and arrow shots. If the foe is one that would rather not be engaged in close combat (I.e. Wraiths) the oil will enable a retreat or use of spells and arrows to slay the creatures.