
Isher’s weapon shop
Durnimlath watched as the unconscious bodies of Seregthaur and Mothorm became surrounded by a hazy light, flickering from blue to purple and back again. The air was filled with a subtle tang of hot metal which she associated with magic being used. Both the elves became indistinct as the light grew stronger. And then, as the light winked out the two forms were replaced by two different elves, Breged and Calaraglar. Both sat up looking confused.

“Welcome to Felstad” Durnimlath said with an ironic smile. “Tell me. What were you doing before you arrived here?”
“We were patrolling near the Sentry Oak” Breged replied, standing up and brushing dust from the floor from her leather clothing.
“Yes, and then I heard a sound like screaming in the distance that got closer and became louder until I felt like I could not bear it…” Calaraglar said, her voice trailing off into silence.
“I heard it also, yet I thought it more like the cry of marsh geese, and then we were…here.” Breged continued looking at the nodding Calaraglar.
“I am sorry my friends but it seems that someone or something is using strong magic to play games with us. We were likewise patrolling the boundaries of the forest and then we found ourselves on the edge of this ruined city. It is Felstad and we are at the doorway to an abandoned weapon shop. We here have already fought with strange smoke like serpents to get this far. It is my hope that inside we will find items to aid us in returning to Farran. Until then I fear we may have many adversaries to overcome.”
The Setup
This, the second solo scenario from the Frostgrave “Perilous Dark” supplement, takes the war band to the weapon workshop of Isher, in search of magical items. It begins with the war band having come through the doorway of the ruined weapon shop.
I made a change to my war band after the previous scenario and made Brikolad a captain using the rules from “The Frostgrave Folio“. This lets you have a war band member who can gain experience, in return for a small fee. The initial cost is 100GC and as I’d already spent 75 on Brikolad I just paid an additional 25.
I used some home made, slightly wonky, slightly scruffy, dungeon tiles and various piles of rubble and walls also made from XPS foam plus weapon racks and shelves made from coffee stirrers.

The object is to get from the door to the opposite side of the board where there is a magical cabinet with a switch on either side. When both switches are pulled the cabinet will open, depositing two loot tokens. Then the war must get back to the door and exit the workshop, ending the scenario. At each corner of the board is a numbered spawn point. At the beginning of the game there are two gnoll thugs at each of the spawn points and two gnoll knights standing in front of the magical cabinet.



Out of game spells
Durnimlath and Mirhen both cast Out of game spells Familiar, Brew Potion and Animal Companion (more on that at the end). Only the Animal Companions were successful so they each start the game with a Snow Leopard companion.

The following are the highlights (and low lights) of the skirmish.
Turn 1
My plan was to move the thieves and snow leopards up the board as fast as possible to throw the switches and open the cabinet, while the Wizard, Apprentice, Captain and knight move up the board ready to grab the loot. The rest of the war band was to stay fairly close to the door to keep it clear for when the others come back with the loot.

Durnimlath successfully casts enchant weapon on Daetir‘s dagger – this is useful as it negates the -1 damage penalty that daggers have.
In the creature phase II the gnolls begin moving towards the centre of the board. I decided that the two gnoll knights would however, stay guarding the cabinet.
Turn 2
Brikolad gets first blood taking a gnoll down with his bow and Durnimlath casts another Enchant Weapon, this time on Kirgwaith’s dagger.

Mirhen does a great job casting an Elemental Bolt successfully despite an effective -4 penalty and does enough damage to also kill a gnoll. That laser burned up my whole special effects budget!

Back near the entrance Calaraglar and Galenglim are attacked by gnolls. Calaraglar takes damage but Galenglim wins the combat and damages the gnoll.
In the soldier phase Calaraglar attacks the gnoll and removes it from the game.

At the end of the turn a gnoll knight spawns at 2.
Turn 3
Apart from maneuvering and some failed casting rolls nothing much happens until the soldier phase when Gurthbor, Galenglim and a snow leopard all attack and kill gnolls.



At the end of the turn two gnoll thugs spawn.
Turn 4
Durnimlath begins the turn by casting elemental bolt at a gnoll. She needs to empower it (taking damage) but it hits and kills a gnoll.
In the soldier phase the first war band casualty occurs when a snow leopard attacks a gnoll, loses the combat and is killed.
At the end of the turn two more gnoll thugs spawn.
Turn 5
At the beginning of the turn Durnimlath casts another empowered elemental bolt and kills a gnoll.
Later in the turn Mirhen successfully casts bone dart killing a gnoll.

In the creature phase 2 a gnoll attacks Calaraglar and removes her from the board.

The Coming of Borock
Borock is a huge gnoll mutated by magic to be a Minotaur/gnoll hybrid. Big bad and able to send other gnolls into a killing frenzy, he will be a big problem for the war band. There is a chance that he might spawn earlier but if he hasn’t, he spawns at the end of turn 5.

I digitally kit-bashed Borock using Microsoft 3D Builder using a gnoll miniature by Evgenii Tkachenko at Maypole Minis and Minotaur horns from Murray – GameScape3D
Turn 6
Breged rolls lucky attacking and killing a gnoll..

A Gnoll attacks the remaining Snow Leopard killing it while another gnoll loses its combat with Naru Magol and is killed.

At the end of the turn a gnoll archer spawns.
Turn 7
The thieves continue moving towards the switches while Naru Magol attacks and kills a Gnoll. Gurthbor and Galenglim both attack gnolls and kill them.

At the end of the turn both a gnoll thug and a gnoll archer spawn at spawn point 2.
Turn 8
Daetir reaches the left-hand switch and Kirgwaith is nearly at the right-hand switch but, has a gnoll thug and a gnoll archer (who has already done 8 damage) very near-by.
Galenglim and Gurthbor attack Borock, hopefully keeping tied up and not able to inspire other gnolls to frenzy.
At the end of the turn a gnoll knight spawns, at 3 right near the left-hand switch!
Turn 9 – Turn 12
This where it all started to unravel. Galenglim and Gurthbor kept Borock busy but Galenglim was brought down before Gurthbor finished him off. The rest of the the war band were slowly whittled away including Mirhen the apprentice. Durnimlath was left all alone and made a break, heading back to the door to leave but was brought down by gnoll archer, inches away from reaching it.
Post Game
Luckily both Durnimlath. Mirhen and Brikolad had good rolls on the Death and Injury table, making full recoveries.
The soldiers rolls were as follows:
Naru Magol – Full Recovery
Gurthbor – Dead
Galen Glim – Full Recovery
Daetir – Badly wounded
Kirgwaith – Badly wounded
Calaraglar – Badly wounded
Breged – Dead
Badly Wounded means the soldier will not be available for the next scenario. I’m going to replace the two thugs with animal companions and the two thieves with new ones as they are free to recruit. They will look somewhat identical to the ones that the replace. Odd that! Gurthbor is replaced by a new soldier a Man At Arms.
I also realised I had miss-read the rules regarding the Animal Companion spell and that they should have taken up a soldier slot. I also forgot that both the magic users had heal spells – doh!
There was some XP and Durnimlath goes up a level and raises her shoot stat, which will help with Bone Dart and Elemental Bolt. This also means that Mirhen’s shoot stat also raises.
The war band have moved into the Treasury to use as their base and found some Gold Crowns so that was some good news.
I’m undecided whether to run through the scenario again or just go on to the next. I think I will run it again but with a changed gnoll spawning table.
I was surprised at how tough the scenario felt. There is a lot talk on the internet about the previous scenario being overpowered, and Joseph has said as much himself, but I thought this one was as tough, if not more so. What, I think makes it difficult is the spawning of extra gnolls at the end of every turn.
As I think it is said in Perilous Dark, balancing solo scenarios is not easy. Of course, if I had had a lot of better dice rolls, my perception might have been different, and you do have a reasonable chance of any downed soldiers surviving which is a plus. I also possibly didn’t have enough scenery as it is suggested that you have a bit more than for competitive games.
I think I will re jig the gnoll spawns to have less knights and only spawns on every other turn. After all Borock is out of the picture so maybe the gnolls are leaving that area now their leader is gone.
Overall i really enjoyed the game and am looking forwards to playing again.
Gnoll mniatures
Northstar Military Figures – Frostgrave Gnolls
Free STL files used,by:
Jaime Blanco at Warpainted Minis
Nicolas Hughes The Jester Mask
And a group of “Heroscape: Gnoll Fighters” which I can’t find any details on plus some basic gnolls from an old D&D game.
Let me know in the comments if you have played this scenario and how you found it? Also how do you find campaign play in skirmish wargames? Are there any that get it spot on?