War Without Minis
Playing miniature wargames without miniatures
Monday, May 25, 2026
Saturday, May 23, 2026
Kobold Caves
- As I mentioned last time, I'm not going to do a full blown narrative. Instead, I'm just publishing my notes.
- I'll be making a number of changes to the caves to make them more interesting for my solo play:
- While I'll use the general creature in each cave, I may add or swap out ancillary encounters.
- I'm not using the maps from the published module. I often don't even map in solo play; I'll just have a series of encounters leading to the big boss. If I do map, I won't stick to the originals.
- Kobold miners – A hits. A and R hit. The rest flee
- Pit trap! A and R fall in. Bandage R
- More miners – L gets hit. Wipe them out. L recovers.
- Fire beetles – R gets hit. C and A stomp them. C heals R.
- Kobold guards – wipe them out in 1 turn!
- Kobold priests – A fried. C heals A. A, R, and L get hit. L and R hit. R takes out high priest. A, R, and L recover.
- Salamander – A, R, and C take heat damage. R hits. C’s luck negates a hit. A, R, and L hit and kill it.
Saturday, May 16, 2026
Pontic Problems
- Bellicosus: 2 legions (elite, armored), cavalry, and allied spears
- Mithridates: Cavalry, pikes (armored), spears, slingers, and scythed chariots (elite)
- Roman cavalry advances but gets cut down by slingers.
- The Pontic cavalry takes out a Roman legion but is spent.
- The scythed chariots flank and rout the other legion.
- The scythed chariots and Roman cavalry take each other out.
- Roman spears defeat the slingers but Mithridates rallies them. A legion defeats the pikes.
- This time, the slingers defeat the spears.
- Pontic cavalry rout a legion.
Saturday, May 9, 2026
Explorations
Turn W. Enter fens. Camp for the night.
R is on guard. Hears something and quietly warns the others.
Lizardmen attack.
Hard fight against lizardmen. Kept hitting but had trouble penetrating
the lizardmen’s tough skin (DR prevented damage). Ultimately, they cut
down the enemy. All but C wounded. Used heals and bandages.
Return to Keep – no encounters.
Turn E, into grasslands. Meet some human farmers. Get
supplies. Spend the night safely.
Turn N. Meet a hermit. Encounter a mountain lion. Just then,
hermit backstabs C, who goes down. A and L drive off the lion. R struck down by
hermit. A wounds hermit, who runs away.
Revive and bandage C and R. Return to Keep.
Travel E through woods. No encounters,
Turn S into hills. Run into a goblin band. C runs amok. Then
A and L finish them off.
Turn W into wooded hills. Discover a ravine and the Caves!
GAME NOTES
Wednesday, May 6, 2026
The Dark Wood
It leaps at Aldric. Lothariel looses an arrow; it strikes the creature right in the eye. It bounces off Aldric's shield. The fighter rushes forward and stabs the monstrosity. It dies.
Saturday, May 2, 2026
Dungeon Crawl Rules Notes
- I don't record all their attributes. I only make note of any exceptional ones that give bonuses or penalties.
- I don't roll for hit points. Instead, I give fighter types 3 hp and the others 2 hp.
- I record the attack and damage bonuses direct from the rules
- I don't bother with buying equipment; I just assume that they can get most of what they want. I do roll for armor. For example, Aldric the fighter could start with medium armor on a roll of 4-6. (He failed).
- I record armor and weapons but I don't bother with all the doo dads. If something is needed, I'll assume they have it. If it is unusual, I might require a roll.
- One thing I do record are bandages. They can be used to heal wounds after a fight. The Party started with 3 bandages and can add D3 when visiting the Keep.
- Damage resistance comes direct from the rules.
- I've added LUCK as a party resource. The party can trade it to negate a wound. They start with 1 per character and can add 1 at the end of a successful mission.
- I use the monster stats from S&SS, specifically AC, damage resistance, and damage bonus.
- I don't track individual hit points for swarms of minions. Instead, I have a total HP pool. When it is 0, the enemy is defeated. I usually give them 4-6 hp. For individual monsters, I use hp = monster level. I may add hp for particularly tough monsters.
- Characters attack as per S&SS - roll >= AC to hit.
- I do a damage roll - 2 or less = glancing blow (no hp loss), 3-5 = 1 hp damage, 6+ = 2 hp damage. Damage bonuses and damage resistance modify the roll.
- Monsters do not roll to hit. Instead, characters make a defense roll. They need to roll the enemy's AC or better, modified by any defense bonuses.
- Characters gain defense bonuses from shields or dexterity. As I think about it, I will need to give a bonus based on level as well.
- Against swarms, each character must make a defense roll. They only roll once, even if outnumbered.
- Big monsters can make 2 attacks per turn.
Thursday, April 30, 2026
Bandit Attack
Corvin casts another spell, this time freezing a bandit in place. Then there is a clash as the two sides come together. With his dazzling swordplay, Rook slays an enemy. But he and Aldric take wounds. Then Rook strikes down the last bandit.