Swords & Wizardry usually is not played just once for a single adventure; it is usually a weekly or monthly series of sessions in which the Characters continue to adventure, gaining experience and power. Eventually, the more powerful Characters will begin to make a mark on the game world itself. They may take control of a castle, build armies, and even, if the game goes on long enough and the group decides not to retire the Characters, name kingdoms after themselves or venture into other worlds, realms, or dimensions. Perhaps they will do battle with demon princes, maybe they will forge artifacts of great power—even unite great empires through diplomacy in grand courts or beneath their banners on the field of war. Later “generations” of Characters might even be serving as henchmen for the old, retired heroes of the game!
In playing the game, the first several levels of Character advancement are devoted mainly to the Characters becoming more powerful, bringing back Treasure to buy better equipment, finding magic items, learning spells, and getting more hit points as they gain levels. Often these adventures are expeditions into underground dungeon complexes, but they might also be sea voyages or any number of other adventures—whatever the players decide to embark upon. As the Characters reach higher levels, the players will most likely want them to begin projects that are not specifically covered by the rules. Perhaps the Magic-User wants to build an army of magically animated iron warriors, but needs to figure out how to do it. Maybe the Fighter wants to establish a small, fortified manor in the wilderness hills, but needs to hire some troops and clear out the area. This side of the game is limited only by your collective imaginations. Of course, as the heroes become better known (or more notorious), they will be petitioned for help by all manner of people from kings to peasants, and they will hear of mysterious places and rumors far beyond the normal fare of less-renowned adventurers.
As your Character reaches higher level, you will find that he or she may start having an effect on the actual game world. Indeed, once one becomes powerful and influential enough to build a stronghold, the Character’s name is literally going to get written on the campaign map itself. Later adventurers might hear about “Arnold’s Freehold” and never realize that “Arnold” is – or was – a high level Fighter Character with a very skillful player. To the new players, of course, Arnold’s Freehold is just a castle located in the hills, a good place to rest up and buy provisions. They might never realize that the rumors about Lord Arnold’s exploits are true accounts of desperate adventures played out with dice and maps!
Exactly how your Character makes a mark on the game world is up to you – although the rules offer some ideas, such as doing magical research or clearing out some wilderness for a small castle. You might, indeed, decide to settle your experienced adventurer in a city, or on a galleon traveling the seas of the world. The game can twist and turn in many directions. Nevertheless, at some point, some of the following information will probably become a factor as your higher-level Character begins to be involved in the world beyond the dungeon.
All of the Character classes have some ability, at some level, to establish a stronghold – or to take over a guild, in the case of Thieves and Assassins. Strongholds are usually built by claiming an area of wilderness, clearing out the monsters that lair in the region, and then beginning construction of the new owner’s fortified place of residence. The nature and type of stronghold will differ, of course, for the individual’s choices will play an important role. For instance, it is traditional for you, the player, to create a map of your castle. In general, a strong leader who clears out an area with a radius of ten miles or so will end up in charge of between 2 and 8 (2d4) small settlements. The peasants in these hamlets, cots, and vils will be overjoyed to find themselves under the protection of a powerful and renowned protector – unless your Character is a tyrannical overlord in the service of Chaos. Each settlement holds roughly 1d4 x100 villagers, and the normal feudal tax is 10 gp per year per villager. Sometimes, of course, this is paid with chickens and oxen, and your stronghold might take on the appearance of a marketplace, around tax time – but a good reeve or bailiff can sort it all out quickly, without the Character’s needing to get involved.
Owning a castle allows a person to house and feed loyal retainers without paying for their room and board in local inns, or building campsites in the cold rain. It is a base of operations and a secure place to keep Treasure.
Building the actual castle, of course, is quite expensive. The owner will need to hire wagons for transporting materials, as well as masons and other experienced craftsmen from more civilized areas to raise the strong stone walls and towers of the fortress. The diagram of the “Castle of Karadir Pass” shows how much the various elements of a fortified castle might cost as part of a custom design. These costs could change drastically depending upon how far a freehold is from the rest of civilization.
The defensive elements of a stronghold have structural points, which are the equivalent of super hit points. Hand weapons cannot inflict structural damage, although stones thrown by giants can, and some spells might at the Referee’s discretion.
*Any hit to a catapult renders it inoperable for 6 hours until it can be repaired with the supervision of a siege engineer. If the catapult is actually destroyed, it cannot be repaired.
Units of Troops: For mass combats, the soldiers are lumped together into units of five or ten (depending on the scale of the combat). All troops in the unit should have the same type of armor. For the unit, add up the hit points of all the soldiers in the unit and treat the unit as if it is a single creature. Stronger creatures, such as giants or dragons, do not need to be grouped into units (although they are treated as a separate unit for combat purposes), and player characters should not be grouped together either.
Initiative and Combat Rounds: Combat rounds are five minutes long if troops are grouped into five-man units, and ten minutes long if they are grouped into ten-man units. At the beginning of the battle, roll for initiative. Whichever side wins the initiative can choose to move first or last, and can also choose whether to attack first or last. For example, at the beginning of the Battle of Azure Wood, where Garfinkel the Wizard’s forces are opposing an invading goblin army, if Garfinkel wins the initiative he might choose to move first and attack first, to move first but attack last, to move and attack last, or to move last but attack first.
Missile and Melee Combat: When a unit makes its attack, it makes a single attack roll against the armor class of the opposing unit; in melee combat, the attack can only be made against a unit directly in front of the attacking unit. A unit of five soldiers with 1 HD each makes its attack roll as a 1 HD creature, not as a 5 HD creature. The first hit inflicted against a unit inflicts no damage. After a unit has been hit once, later hits are resolved as follows: damage is inflicted by rolling once (for whatever type of weapon the unit is using), and multiplying the result by the number of people in the attacking unit. If a unit is attacking a single target (such as a giant or a lone player character), the damage is reduced by half. Keep in mind that monsters retain their abilities; a monster that can’t be damaged by non-magical weapons won’t be hurt at all by normal arrows from a unit of regular longbowmen. There is one special rule here: if a monster, character, or unit cannot be hit because of a good armor class or terrain modifiers (explained later), there is still a chance that a unit can inflict some damage. If the unit rolls a natural 20 to hit, it will inflict damage, but only one-quarter of the damage it would normally inflict. Hit points inflicted on a unit don’t actually kill anyone until the unit makes a morale check (see below). When a unit is down to half its original hit points, and any time it is hit after losing half its hit points, the unit must make a morale check. The morale check is made on a d6:
1: Four out of five of the soldiers in the unit are dead. The unit is removed from the board and the 1 or 2 survivors are fleeing.
2: The unit has no casualties, but is forced back one half of its move (the attackers can also move up their troops by the same amount if they choose to do so). The unit is “broken.”
3: The unit remains in place, but is “broken.”
4–6: Morale check succeeds, and the unit remains in the combat normally.
If a unit loses all its hit points, all the soldiers in the unit are considered dead.
Broken Units: If a unit is “broken,” it means that the unit is thrown into confusion or fright, or that they are simply so battered that they cannot function until they rally themselves. A broken unit cannot attack, but after the melee phase of combat they may attempt to rally. A broken unit can move backward out of combat, but cannot advance toward the enemy. A well-trained or experienced unit of regular troops (not mercenaries) has a 75% chance to rally. Well-trained mercenaries have a 50% chance to rally. Levees and militia have a 25% chance to rally. If the unit rallies, it is no longer considered to be “broken” and can attack normally again when the time comes.
Modifiers: Large-scale combat depends greatly upon the terrain, and gaining superior terrain is an important part of such combats. Fighting down a slope or from higher ground is a major factor; perhaps the most important factor. Don’t forget, though: even if a unit cannot be hit, when the attacker rolls a natural 20 it still inflicts one-quarter of its normal damage.
A unit fighting from the higher ground has a choice to make each round; it can gain a +4 on its attack roll or it can force all attackers to take a -4 on attack rolls against the unit during that round.
Units fighting inside a forest are immune to missile fire unless they are lined up at the edge, using trees as cover, in which case all enemy attacks are made at -4 (including melee attacks—holding the edge of a tree line is an advantage even in close combat).
Defending from behind a wall causes enemy attacks to be made at -4. One point about this, though: a wall at the edge of a tree line doesn’t get both modifiers from the wall and the trees; only one -4 will be applied to enemy attacks. Thus, if a unit is on top of a castle wall, defending against archers firing from below, the attack against them will be made at -8 (-4 for the higher ground, and -4 for the wall).
If a unit is flanking another unit (attacking from the side) it gains +4 to hit.
If the unit is attacking another unit from the rear, it attacks at -4 and also inflicts double normal damage.
Movement Rule: A unit cannot turn and move in the same round unless it is a mounted cavalry unit.
These rules should be enough to handle most situations, although there aren’t details for naval combat, siege weaponry, or many of the other circumstances that might be encountered in a large-scale battle. Keep in mind also that these aren’t “official” rules, just a quick outline of one way to play out the sort of battles in which the characters might find themselves as commanders or participants. The players and Referee are completely free to use another set of rules to suit their purposes.