Scenarios for
One-To-One Gaming

Boar Hunting and Save the Queen!

by Nick Nascati

Since becoming involved in one to one level games several years ago, some of the most enjoyable games I've had, have been those which pitted men of various periods against a variety of wild beasts. The scenario which follows is best used with pre-gunpowder types, but can be modified for any period. Rules are based on the 3rd edition of CHAINMAIL, the man to man melee section. ENJOY!

HUNTING THE BOAR

Background

The village of Twabridge, southwest of the city of Mittelgore in the great Mittelmarch, has a problem. A huge, nasty and rabid Boar, has taken up residence in the woods south of the village. This unpleasant creature has developed a great fondness of human company, especially around dinner time. Needless to say, the town's population is shrinking rapidly. The mayor of the town, in desperation, has enlisted a party of out of work mercenaries to lead the hardier townsfolk into the woods to hunt the animal.

Rules

1. The tough hide of the Boar will count as equal to leather armor and shield, armor class 4, and it can sustain 8 killing blows before dying. Until killed, it will continue to move and fight, but at reduced effectiveness as listed below:

    Full Strength - 6 in. walk, 10 in. charge
    After 3 hits - 5 in. walk, 8 in. charge
    After 5 hits - 4 in. walk, 6 in. charge
    After 7 hits - 4 in. walk, no charge move

2. The boar is allowed up to three attacks per turn, one for each tusk, and one for each hoof.

3. The tusks will strike as broadswords (class 4), and a hoof will strike as a mace (class 3).

4. In addition to the ttacks, anyone maimed by the beast has a 1 in 6 chance of contracting rabies (this is optional in campaigns with role playing characters).

5. Unless spear-armed figures declare their weapons to be pronged boar spears, there is a 1 in 6 chance that the boar can literally swallow the weapon, killing itself and the fighter.

6. When receiving the beast with a spear butt firmly set in the ground, roll a six sided die to determine the result of the impact;

    Roll 1-2, Boar takes normal damage (i.e. 1 hit)
    Roll 3, Glancing blow, you are faced with a very angry creature
    Roll 4-5, Ripping cut, count 2 hits
    Roll 6, Pierced the heart automatic kill

7. The hunters will all be killed by a single hit appropriate to their armor level, unless you allow hero types, who can take more than one hit before dying.

Give the game a chance. I think you will find it a lot of fun, and an unusual change from your normal games. Suitable animals can be found by a judicious search of toy stores. As I said, the game can be adapted for a variety of periods: I've hunted bear in 18th century America, and lions, tigers, and elephants in 19th century Africa and India. Keep the game balanced, don't make the beast too strong or the party too large; six figures or so should be enough. Good luck, and remember to keep your bows drawn and your express rifles loaded.

SAVE THE QUEEN!

One crisp autumn morning, Queen Henrietta, wife of King Jacques IV of Fandora, sets off in her royal carraige, intent on making a retreat at the Chapel of Our Lady of the Greenwood. The road to the chapel passes through the dark and dangerous Hollyoak Forest, a well known lair for bandits, brigands and cutthroats. Needless to say, her escort is doubly watchful and alert, for the king is insanely jealous and possessive of his beautiful young queen.

The journey begins happily enough, the warm sun contrasting pleasantly with the crisp autumn breezes. Everyone is in high spirits as the small caravan moves deeper into the woods . . . all except the men of the escort, who fidget nervously. They become edgier as the warm sun gives way to the dark of the forest and an unearthly silence settles on the scene. Something clearly is wrong.

Their fears are soon brought to life as one of the troopers falls from his horse with a short cry, a crossbow bolt through his throat. The small group of guards springs instantly to action and forms into a tight circle with the Queen's coach at the center. The woods erupt with drab clothed bandits who swarm around the little group. The guards sell their lives dearly, but they are only a handful against an overwhelming number of bandits. One by one they fall, until one trooper stands alone against the cutthroats. Reluctantly, the trooper throws down his sword.

The bandits, it seems, are in the employ of the King's bastard son, a treacherous and independent vassal, who has long had his eye on the throne and the queen. Except for a single handmaiden and the surviving trooper, the servants are sent back to the castle to bring a message to the king.

While they nervously ride off to deliver their message, the Queen and her two companions are mounted on horseback, and hastened off to the castle of the bastard count, imprisoned to await his pleasure.

This scenario, designed primarily for the medieval or pike and shot period, can be adapted to virtually any period or setting. The message sent by the count can be as threatening and demanding as desired, asking anything from the crown to the royal treasury in return for the safe return of the queen. The king will be both outraged and desperate, and willing to do almost anything to get back his beloved wife.

The answer is for some ambitious young soldier to step forward, and volunteer to undertake the rescue with a small group of companions. Whether he has ulterior motives, i.e., being the Queen's secret lover is up to you. It is his charge now, to make his way into the castle and ferry the Queen and the others to safety.

The castle will have to be laid out in detail, the best method being to draw the floor plans of the various levels on sheets of 1 in. graph paper, which is large enough to move any size figure about. Rooms, doors and passageways will have to be clearly marked. The weapons available to the rescuers should be limited to those which are easily carried and concealed, e.g. swords, daggers, small one-handed crossbows (latches), and the like. If the period allows the use of fire-arms, the party would probably disdain their use unless unavoidable. The game can be designed to play quickly or to be part of an extended campaign, depending on how much time you want to spend on it.

A pleasant evening's diversion can be had from a hit and run type rescue, with the party breaking in, freeing the captives, and running like hell to safety. A campaign could be developed, which would require the party to work their way into the castle by infiltrating the village around the keep and devising some bold masquerade to get into the count's confidence. I use CHAINMAIL's one to one rules, but any rule system that allows for one to one level games is applicable. Role-playing can generally be improvised as play progresses.

Such a scenario can be used to provide the "causus belli" for a series of raids and skirmishes, especially if the rescue is unsuccessful, and can continue as long as interest remains. This scenario illustrates the tremendous possibilities for expansion when dealing with one to one level games. Enjoy it!


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