Saturday, July 26, 2014


It seems like ages ago that a number of unfortunate halflings were taken captive by a pack of gnolls. Well, finally a brave hero or 2 has come along to try to rescue the captive halflings.

Today, using the Very Simple Generic Miniatures Rules that I used previously, with a few "house rules" for scenario-specific flavor, I had a dwarf hero armed with a crossbow and ax attempt a rescue. He went in alone and didn't get off to a very good start (lots of poor dice rolls!). First shot missed, and then he got knocked down by the first gnoll he acme in contact with.

Eventually he killed that gnoll. The dwarf made it to the rocky area where most of the halflings were being held by several of the gnolls (the rest of the gnolls and halflings were scattered a bit). After some back and forth fighting the dwarf was overcome and captured by several gnolls ganging up on him.

Well, that wouldn't do! Enter an heroic wood elf archer, friend of the dwarf hero. Again I created a few "house rules"/stats for the wood elf and the scenario. The gnolls were now on alert, in defensive positions among various rocky outcrops, and keeping watch on their captives. The wood elf entered the area, promptly shot one gnoll and freed a couple of halflings.
Moving along, the wood elf shot another gnoll and freed another halfling. Then the wood elf moved towards the main group of hostages. Shooting more gnolls. The previously freed halflings had moved up to the rocky area and were able to knock down some of the gnolls and eventually free up more halflings and the dwarf. In the end the elf, dwarf and halflings dispatched the last of the gnolls. Another triumph for the forces of niceness.
One thing I like about simple rules like the ones mentioned above is it's easy to learn the base rules and then add a few variations as desired for specific scenarios.
In this game the main differences between the dwarf and elf were the dwarf was better at hand to hand combat (hitting/killing on a roll of 3-6), while the elf was better at missile combat (hitting on a roll or 3-6 at close range), and the dwarf got armor protection (canceling hits against him on a roll of 4-6).


  1. More proof ( if such be needed,and I think not) that simple rules give a most enjoyable game.
    I enjoyed your battle account and photos.The hills have most effective shading on them.It would be good to see your waterfall out again in the next game-I always like that terrain piece in particular.
    An exciting game indeed- further inspiration and a reminder of what lies at the core of all our gaming -enjoyment and a good story played out on the tabletop...

  2. Bravo for the "Forces of Niceness" . . . or the "FoN" as some of us know them.

    We look forward to more posts (and more often).

    -- Jeff

  3. Thanks, guys!
    Yeah, "real life" got busy with lots of long hours at work. I also have less energy during the long hot summers here. A lot of the limited gaming I have been doing has been computer-based (mostly Civ IV), with the occasional boardgame or card game. I haven't been doing much painting either.

    I placed the hills at the back, more as a backdrop, Then scattered some some little wooden tokens on the table to determine placement of the trees and rocks. Then scattered the tokens again for the initial placement of the gnolls and their captives. Initially the gnoll movement was determined by scatter dice (4 sides with arrows to show direction; 2 sides marked as "hit" meant the gnoll stayed put).

    I hope I can find more time and energy to do some more solo miniature games and solo delves (the heat will continue for a couple more months; not sure if the long work hours will). Looking into Tunnels & Trolls, which I used to play back in the 70s/80s.

  4. Looks great! Add me to those who look forward to more posts.

    I have had these rules for awhile, but never got them out. I'll have to take a look at them again.