The Pitts

by John Jay Wirth
© copyright 1996 Renaissance Ink
Used by permission of author


The Pitts is a simple PBM game for two to four players. Readers are welcome to run their own game adding to the map and rules as they see fit.

SETTING: Players are Demon Lords battling for control of their underworld domain. Battle takes place within sivc pitts each connected to two others via portals. A host of minions may be summoned to do a Lord's bidding. Lords must find the crown of power and control it for two turns.

NEEDED MATERIALS: Players-pencil, rules, imagination. GM-blank map sheets dice d4/d6/dlO/d20, master map.

CHARACTER CREATION: The GM will roll stats and abilities for players characters using the following charts.
1) Roll 1dl0 for weapon:2) Roll 1d6 twice for armor/s:
WEAPONDAMAGE WEAPONPOINT
1 Sword2d61 Helmet2
2 2 Handed Sword3d6+2 (2h)2 Cap1
3 Axe1d6+23 Leather2
4 2 Handed Axe3d6 (2h)4 Chainmail3
5 Spear1d6+1 (2h)5 Small Shield1
6 Trident2d6-1 (2h)6 Large Shield2
7 Mace2d6-1--
8 Horns1d4+1--
9 Tail1D4 **Double = lost roll for armor,--
10 ClawslD4x2 spells reroll doubles.--
3) Roll ld20 x 5 for spells known.(see spell list)
*2H weapons can't use shield (lose roll if applicable)
*Horns can't use helm (lose roll)
**Can double attack with found weapon.
*** Tail can't use plate or chain armor (lose roll) Can double attack with found weapon.

ACTIONS:

Players actions are conducted in the following order.

  • Action/Cast Spells
  • Attack/Defend
  • Movement
  • Player Action/Ally Order Chart (All players have 10 action points)
    All actions/orders, spells cost 1 action point.
  • Guard-Guard object or area. Movement orders negate guard orders.
  • Pick Up-Pick up object in a hex.
  • Drop-Drop a desired object in a hex.
  • Give-Give object to ally.
  • Take-Take object from ally.
  • Move-Take one step in desired direction. Include hex number for each step.
  • Defend-Protect object or hex.
  • Attack-This action when given for an ally will negate any other order until enemy is slain. Ally will move into base contact with enemy and follow at max movement if enemy retreats.
  • Swing- Used for Lords only. Attack with primary weapon when in reach of enemy.
  • Change Face-Change your front direction.
  • Hide-Move cautiously so not to be seen by enemy. Can be seen if within two hexes and has LOS.
  • Search- Move cautiously as to find hidden items/enemy. Can find hidden objects/enemy within six hexes with LOS.

SPELL CHART

  1. Conjure Skeleton *# 1-7 see stats
  2. Conjure Evil Knight
  3. Conjure Imp
  4. Conjure Goblin 1-7 allys
  5. Conjure Devil
  6. Conjure Wild Man
  7. Conjure Bat
  8. Fire-Fire in 1 hex to hurt and block enemies. No effect to Demon Lords. Damage 1d6+3
  9. Brambles-Entangle enemy in hex, block areas. Destroyed 10 points of damage. Blunt weapons do 1/2 damage. Entangled characters may not move.
  10. Spikes-Injure enemy in hex, block area. Damage 1d6. Destroyed 10 points of damage. Bladed weapons do 1/2 damage.
  11. Shield-Improve armor value on self or ally ld4.
  12. Missal- Shoot magical energy at enemy. 1d6 damage per action point used in casting.
  13. Swarm-Attack enemy with mass of flying crawling insects. Swarm disapates after 2 rounds, blocks LOS. Damage 2d6 with no armor save.
  14. Heal-Heal damage on self or ally ld4 points.
  15. Posess-Take control of enemies ally. Must touch target roll to hit for success.
  16. Dispel-Negate the effects of any spell. Must be in base to base contact roll to hit for success. *automatic on self
  17. Invisability-Like hide but movement is normal.
  18. Fly-Caster now flies at normal movement. Rules for attacking flying creatures apply.
  19. Fall-Make flying creatures drop for ld4+1 damage.
  20. Teleport-Instantly move 1 hex per point used for spell. Facing at end of teleport is any direction desired.

ALLY STATS:

Allies may move on their own. Actions must be ordered.
- SKELETONWILD MANGOBLIN
HP101214
Move455
Armor324
AttackAxeSpearMace
Damage1d6+21d6+12d6+1
- EVIL KNIGHTDEVILIMP
HP16188
Armor666 fly/5 walk
Armor722
Attack SwordTridentclaw / tail
Damage2d62d6-11d4x2 / 1d4



-BAT
HP6
Move12 fly/2 walk
Armor0
Attack0
Damage0

* Flying creatures are aiways tfwo hexes away. Flying creatures may only be hit with two-handed weapons or missile attacks. Flying creatures at two hit points or less are unable toJly and must walk.

** Devils and Imps take no damagefromfire.

*** Allies once injured must have actions (orders) listed on the players sheet each turn. Failing to give orders causes confusion for one turn and has a 30% chance of losing ally.

TREASURES:

Roll 1d10x2 for each player in the game. GM places treasures randomly throughout the areas at the start of the game. When treasures are taken the old weapon/armor must be discarded in the same hex. Only two treasures may be carried at a time. Discarded weapons/armor may be found and used by other players *Allies are not able to use treasures.

  1. Sword + 1 damage
  2. 2H Sword + 1 damage
  3. Axe + 1 damage
  4. 2HAxe + 1 damage
  5. Lucifers Helmet + 2AP
  6. Plate Mail APV 3
  7. Small Shield +1AP
  8. Large Shield + 1AP
  9. Wand ld4 spells from chart
  10. Staff 1d6 spells from chart

STARTING PLAY:

The GM will place players on separate levels. Magic items and crown are placed throughout the maps. *The crown must be placed on an empty map The crown is protected by 2 Devils controlled by the GM.

LINE OF SIGHT:

Players must have a clear LOS for missile attacks.

Players must have a clear LOS of enemies when entering an area for enemies to be included on a players map. *Unseen opponehts should not appear on maps.

0 HP:

If a player character is damaged to 0 HP or less the players Demon Lord returns to the starting pentagram to continue game. Players will begin at their starting stats and equipment. Any equipment picked up throughout the game is left in the hex the Demon Lord was "defeated" in to be found through the course of play. All allies previously summoned allies disappear.

PORTALS:

There are two portals on each map, an entrance and exit.

Key:T=To P=Portal F=From
PLAYER SHEET
NAME:TURN#:
ADDRESS:
CHARACTER NAME:
ARMOR POINTS:HIT POINTS:ACTION POINTS 10:
ACTIONS/ORDERS SPELLS:ALLY MOVEMENT:
1__________6__________STARTING HEX
2__________7____________________
3__________8____________________
4__________9____________________
5__________10___________________

Maps








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© Copyright 1996 by Dragonslayers Unlimited

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