Tag: Battle Report

All Alone in Felstad Pt4 – Frostgrave Battle Report – 2nd solo scenario

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.

Two Miniatures for the skirmish wargame - Frostgrave
The new Thugs – Breged On the left & Carlaraglar On the right

“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.

Wargames table covered with xps foam dungeon tiles xps rubble, walls and weapon racks made from coffee stirers.

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.

Diagram of the board set up
Diagram of the board layout
Scenery pieces for skirmish wargame Frostgrave
Switches on walls made with XPS foam and bamboo sticks with green stuff.
Model cabinet for skirmish wargame Frostgrave
The magic cabinet made with thick card and XPS foam

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.

28mm Snow leopard miniatures

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.

Miniatures on a wargames board for the Frostgrave skirmish game

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.

Miniatures on a wargames board for the Frostgrave skirmish wargame


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!

Miniatures on a wargames board for the Frostgrave skirmish wargame and a laser line marker

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.

Miniatures on a a wargames board for the Frostgrave skirmish wargame

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.

Miniatures in a game of Frostgrave
Miniatures in a game of Frostgrave
Snowleopard and gnoll miniatures in a game of Frostgrave

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.

Miniatures on a a wargames board for the Frostgrave skirmish wargame

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

Miniatures on a a wargames board for the Frostgrave skirmish wargame

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.

Miniature of Borock a Gnoll/minotaur hybrid

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..

Miniatures on a a wargames board for the Frostgrave skirmish wargame

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

Miniatures and scenery being used for the skirmish wargame, Frostgrave

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.

Two elven infantry men miniatures used in the Frostgrave skirmish wargame

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

Yasashii Kyojin Studio

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?

The Silver Bayonet – Solo scenario 1 Battle Report

Major blunt eyed the patch of forest ahead with not a little trepidation. It just seemed to ooze malevolence. No airy bluebell wood in the spring here. This area promised pain and terror. And somewhere in there was the lost unit.

He looked back and was surprised to see the two privates of his unit standing behind him obviously wanting to get his attention but also not wanting to disturb his reverie.

“Yes?” he asked and Tobias Function stood to attention before speaking.

“Mmffffl flofffm dibl mmmffm fee!”

The problem with Private Function was that what came out of his mouth only sounded like English. You could half grasp that there were words being spoken, but not what they actually were. A brave and reliable soldier nonetheless.

Blunt looked over to Function’s best mate, “Translation Parts?”

“Yes sir, Major sir!”

“He was saying sir, that he has a bad feeling about the woods sir.”

Blunt suppressed a shudder. Private Function’s bad feelings were usually right.

“Nothing to worry about. Just a stroll in the woods. But if it makes you feel safer, load your muskets before we go in.” Blunt replied without much feeling.

If you go down to the Woods today.

In this first solo scenario from the rule book, the unit are tasked with entering a woodland to find orders lost by a unit that had previously entered the woods and perished. The unit starts off in the forest after finding the remains of the missing unit and the sound of wolf howls coming from around them.

Turn 1

The turn opens with Pvt Wullie Mc Feegle and Pvt Ezkiel Parts both shooting at Dark Wolves and missing, while Sgt Maj Podraig Clarsha blasts away with the 7 barrels of his volley gun at a Dark Wolf and draws first blood.

The Dark Wolf runs at Clarsha who dodges a bite and hits back with the butt of the volley gun smashing its skull and killing it.

A Dark Wolf attacks Mc Feegle, sinking its teeth into the highlanders arm. Mc Feegle tries to hit back but only succeeds in driving the wolf back.

Pvt Tobias Function takes a shot and hits, killing the Dark Wolf. Cpt William Sweet shoots at and misses a Werewolf. Dr Pestremus Sussorous seeing Mc Feegle’s bloody arm moves towards him readying a bandage and fires his pistol at a Dark Wolf but misses

At the end of the turn Maj Richard Blunt shoots his rifle at a Dark Wolf but misses and another wolf arrives at the edge of the woods.

Turn 2

Mc Feegle, Pvt Parts and Sgt Maj Clarsha all reload (though for Clarsha this was a bit pointless as the Volley Gun can only be used once per scenario – which represents that reloading 7 barrels would be time consuming).

The Werewolf closes with Cpt Sweet rending him with its claws, sweet stabs back with his bayonet plunging into the Werewolf’s chest but sees that the bayonet hardly scratches the Werewolf’s hide. But he does push it back.

A Dark Wolf attacks Maj Richard Blunt who manages to sidestep.

A Dark Wolf attacks Mc Feegle who burns a fate dice to reduce the damage helping him to survive the attack. Mc Feegle now decides to move back rather than counter attack, leaving the Doctor on his own with a lot more wolf eyes staring at him than he would like.

Cpt Sweet burns the last fate dice to quick reload and manoeuvres putting some distance between him and the Werewolf, shoots his rifle, and luckily Cpt Sweet is one of the unit who has loaded silver shot and does some permanent damage which is enough to kill the beast.

Pvt Function reloads and sees something interesting (a clue marker) and moves towards it.

Maj Blunt reloads and ducks behind a tree. And Dr Sussorous reloads.

At the end of the turn 2 more wolves arrive at the edge of woods.

Turn 3

Function checks the clue marker and finds an ornate silver ramrod (this find adds another power dice to the fate pool) then moves to support Blunt.

Parts also sees something and investigates a thicket. This clue marker is not as useful and reveals another Werewolf! 

A Dark Wolf attacks Maj Blunt drawing blood, Blunt thumps it with his rifle butt causing it to back off.

A Dark Wolf attacks sweet who is overcome by his wounds.

Maj Richard Blunt shoots at a Dark wolf misses.

Mc Feegle shoots at a wolf, hits and kills it then moves back putting some distance from the wolves that were approaching him.

Dr Pestremus Sussorous shoots his pistol but misses.

Clarsha attacks a Werewolf with his heavy cavalry sword but doesn’t even scratch the lycanthrope.

At the end of the turn another wolf turns up.

Turn 4

This turn continues with the unit trading blows with the Dark Wolves and mostly missing.

Near the end of the turn the units luck changes as Pvt Parts, who has loaded silver shot, fires at the Werewolf and hits leaving the werewolf looking badly hurt.

And at the end of the turn another Dark Wolf arrives.

Turn 5

A Dark Wolf attacks Pvt Function doing damage. Function then retaliates with his bayonet, killing the wolf!

Following on from this a Dark Wolf attacks Mc Feegle reducing the highlander to 0 health and putting him out of the fight.

A Dark Wolf attacks Clarsha and takes the Sgt Major out of the fight.

A Dark Wolf attacks Dr Sussorous but misses. The Doctor stikes back with his sword stick killing the Dark Wolf.

At the end of the turn the roll to determine whether another Dark wolf turns up brings a bit of luck as the result is that nothing happens.

Turn 6

Maj Richard Blunt shoots at a Darkwolf but completely missies. Dr Pestremus Sussorous moves towards a clue marker as does Pvt Parts, who also reloads.

A Dark wolf moves in to attack Maj Blunt but misses. The Major retaliates doing a small amount of damage and the wolf moves back.

Now a wolf moves in to attack Pvt Function but misses. Tobias retaliates slashing with his bayonet. And the Dark Wolf backs off.

A Dark wolf attacks Parts but misses. Parts strikes back but does no damage. The Dark Wolf backs off.

Just before the end of the turn Function reloads.

At the end of the turn another Dark Wolf arrives.

Turn 7

Major Blunt sees something in the leaf litter and investigates and finds the missing orders! Now the unit can leave the woods. With the orders found Blunt draws his pistol and shoots at a Dark wolf and kills it. And shouts to the unit that it is time to leave.

Function begins legging it towards the edge of the woodland.

Dr Pestremus Sussorous also notices something in the leaf litter and finds a bag of silver shot. Grabbing it he starts moving to the edge of the woods.

The wolves are not going to make it easy though, and a Dark Wolf attacks Maj Richard Blunt, but misses. Maj Blunt then hacks at the Wolf with his sword killing it.

The Werewolf attacks Pvt Parts rending him with its claws putting him out of the fight.

Turn 8

Pvt Function. Major Blunt and Dr Pestremus Sussorous all move off the table ending the game.

Post Scenario Stuff

After the battle, in campaign play, you roll on an injury and death table for each of your unit who were reduced to 0 health. For once the dice were with me and all my downed figures survived.

Thoughts and musings

I know I missed a few odds and ends, like reloads and strike backs but that’s fine and noted for next time.

I tried something different for this battle report and used a voice recorder as I went along rather than making notes with pencil and paper.

The plan was to then run the audio files through a text to speech app and edit that for the battle report. Well, it sort of worked, mostly. Some of the audio got garbled and some of it just failed to be transcribed.

Another thing I need to remember to do is to make a note of when I take a photo and set my camera to number the photos for the battle report, so when I note ‘photo 1’ then the filename of the image will tally with that.

My plan is to make the battle reports a little more ‘narrative’ but its only my second ever so still a learning experience.

Overall, I really enjoyed playing The Silver Bayonet and am looking forwards to another game. I can’t decide whether to continue the British Unit campaign or re-run the scenario with another unit.

If you’ve played this scenario let me know in the comments how your unit fared.

All Alone in Felstad Pt3 – Frostgrave Battle Report – 1st solo scenarioVZ

In which the witch Durnimlath Gul leads her merry band of elves in to the depths of the frozen city and wishes she hadn’t…

Finally, I found some time to play some Frostgrave. The scenario is the first of the solo and cooperative scenarios presented in the ‘Perilous Dark‘ supplement. Perilous Dark is a great supplement for Fostgrave that presents rules for playing Frostgrave solo and cooperatively, as well as lots of tips and ideas for creating your own solo or co-op scenarios. My notes definitely got confused at times so there are some inconsistencies in the following report so please excuse them.

The scenario involves the warband pitting themselves against wispy but deadly Vapour Snakes and crossbow weilding constructs as they move towards a door to a wizards workshop in the city of Felstad.

The Party’s Background

Durnimlath Gul, together with her trusty apprentice Mirhen and a group of loyal soldiers, has inadvertently stepped through a portal near their forest home, Farran Wood and found themselves transported to another world. The portal has delivered them to the outskirts of a strange frozen city.

With the portal only working one way Durnimlath now needs to search for another portal or means to return home.

The spirits of the group are at first low but are soon raised a little as they find a nearby inn selling a wine, that is not as good as the fine elven wine of their homeland, is nonetheless passable.

The inn keeper seems not at all suspicious of the strange coins that Durnimlath hands over, excepting gold as gold with a smile. The inn is like many in there own world and they soon learn that the strange city is named Felstad and they also hear tell of an old wizards workshop that might contain items of magical power.

Hoping that a portal or means to create one will be found among the frigid buildings, Durnimlath leads her party into the streets of Felstad.

Setting up the table

The party start in one corner of the table, which is a bit comfy but will sort out as soon as they start to move.

Miniatures for Frostgrave skirmish game clustered at the edge of the wargames table
The Warband in the starting position at the bottom right corner of the table.

A door on the opposite corner to where the party start is guarded by two crossbow wielding constructs. Exiting through the door is the goal of the scenario.

Five spawn points are placed on the table, one near each corner and one in the centre. Additionally, two treasure tokens are placed near the two corners that are not the party start point or the exit. A Large Vapour Snake is placed at each spawn point.

Each turn of the solo game is split into four phases, the Wizard phase, Creature phase 1, for creatures above a certain health level, the Apprentice phase, Creature phase 2 for all other creatures and the Soldier phase for any soldiers not activated in either the Wizard or Apprentice phase where up to three figures can be activated if they are within range.

I won’t list the phases in this report and just summarise each turn. I’ll also for each first appearance of a figure link to the relevant section in my previous post about the warband.

Some spells are cast out of game so both the wizard and apprentice try and cast a few. Both successfully cast ‘Familiar’, and the wizard casts ‘Summon Animal’ for a wolf to join the party for the game, and the apprentice casts ‘brew potion’ for a healing potion. I decided to use the optional critical hits rule that automatically wins a combat on a natural 20 .

Turn 1

Naru Magol, Gurth Bor and Galenglim moving towards a Vapour Snake

Durnimlath Gul, Naru Magol the Knight and the two infantrymen Gurth Bor and Galenglim all move towards the Vapour Snake that is directly in front of them.  None of them have enough movement to engage. 

Durnimlath Gul casts Enchant weapon on Naru Magol’s sword but fails. In Frostgrave failing a spell causes damage to the caster, the greater the failure the greater the damage. Durnimlath is reaonably lucky and only loses one point of health here. 

Mirhen casts Bone dart at the Vapour Snake but fails and takes a point of damage. Kirgwaith and Daetir. The thieves spot a suitable wall that offers higher ground to spy out the terrain and move towards it. Daetir has enough movement to climb the wall.

The Warband ready to take on the Vapour Snakes

Most of the monsters on the table have no line of sight to the warband so make random moves, but three of the Vapour Snakes do see the warband and move towards them. The closest Vapour snake moves to attack Naru Magol.  In Frostgrave both figures roll when combat is initiated with the winner having the chance to inflict damage. The Vapour Snake wins the combat but luckily the Knight’s armour blocks all the damage.

Turn 2

Gurth Bor and Galenglim move to support Naru Magol and Galenglim attacks the Vapour Snake, but it wins the combat and two points of damage get past the infantryman’s armour.

Durnimlath Gul casts Bone Dart at the Vapour Snake but it fails and she takes one point of damage.

Galenglim and Naru move into combat with a Vapour Snake

Naru Magol now attacks and wins the combat rolling a natural 20 and kills the snake. First blood (or first some sort of smokey stuff) to the warband! 

A Vapour Snake moves to attack Gurth Bor wins the combat and does 6 damage.

Serethgaur the thug, attacks the Vapour Snake and wins but no damage gets through the armour

Turn 3 

Draug the Wolf comes of worse in combat

The wolf attacks the Vapour Snake but the snake wins and does a significant amount of damage killing the poor pooch.

Durnimlath casts bone dart but fails the casting roll but not by enough to take damage. Mirhen is more successful casting heal on Gurth Bor.

Meanwhile, Naru Magol attacks rolling a critical hit and killing a Vapour Snake. 

At this point I see that I have blundered with Durnimlath being a little isolated. A Vapour Snake moves in and attacks but is the one who takes the damage.

Durnimlath trying to fend off two Vapour Snakes

Another two Vapour Snakes are however both successful and reduce the wizard to 0 health.

Turn 4

Mirhen attempts to cast an elemental bolt but fails and takes damage.
Seregthaur attacks a Vapour Snake and does a small amount of damage. Galenglim then finishes off a Vapour Snake.
Snake attacks Sereg and kills him. Snake attacks Galenglim but dies in the process.

Now one of the Ballista II constructs has moved into line of sight uses its heavy crossbow, targeting Naru but misses.

Brikolad the archer targets a smoke snake and finds out that arrows do very little damage to them.


Gurth Bor attacks a smoke snake and her sword destroys it.

Turn 5

Mirhen successfully casts Plague of Insects,

Mirhen casts plague of insects on the Ballista II which will lessen its effectiveness for and fighting shooting, she needs to empower the spell for it to succeed so takes damage. The spell is helpful for Brik as he is the target for its next attack which misses.

Unfortunately the Ballista II then makes a willpower test and the plague of insects is no longer effective.

Brik shoots his bow at the Ballista II and hits, but its armour stops the damage.

Daetir sees some treasure and moves to secure it. Picking up the treasure spawns another Vapour Snake, though only a small one.

Turn 6

Mirhen casts heal but fails and takes damage. The Ballista II shoots its crossbow at Naru Magol whose armour protects her from damage.

The remaining members of the warband continue moving towards the door using any cover they can find.

Turn 7

Combat with a Ballista II

Both the infantrymen and the Naru Magol attack the Ballista II. The Infantrymen don’t fair well both failing to win the combat, Galenglim being reduced to 0 health. Naru Magol is more successful and wins the combat with a critical hit and doing damage.

Mirhen casts heal and empowers the spell to make it successful so takes some damage.

The Ballista II retaliates and attacks Naru but loses the combat and is destroyed.

Brikolad who has a small smoke snake moving towards him moves up some stairs and shoots at the small vapour snake but misses.

Turn 8

Mirhen casts heal again but fails and takes damage. The small vapour snake attacks Mothorm wins the combat and does damage. Mothorm retaliates and wins the combat doing a small amount of damage.

Brikolad takes advantage of the small vapour snake’s distraction and moves to pickup some loot. This also spawns a small vapour snake.

Turn 9

Not wanting to risk another failed spell as her health is low, Mirhen drinks her health potion.

Another large snake now has line of sight on the warband and moves towards them.

Brikolad shoots at the nearest small vapour snake reducing its health by 1.

Turn 10

Mirhen casts bone dart at the small smoke snake and the 1 point of health is enough to reduce it to 0 health.

Turn 11

No combat takes place this turn as all the warband move to find cover and continue their progress towards the exit door.

Turn 12

Warband using the ruins to their advantage

Brik moves into position to shoot at the second Ballista II but misses.

Turn 13

Brikolad is now in line of site of both the Ballista II and a small smoke snake both of which move towards the warband. The Ballista II shoots at Brikolad but misses. The archer retaliates and does some damage, then moves back into cover.

Kirgwaith moves to attack the small vapour snake and and reduces its health.

Turn 14

Mirhen casts bone dart at the Ballista II but fails and takes damage. The Ballista II takes aim at Mirhen skewering her and leaving her with 0 health.

The small vapour snake attacks Kirgwaith and and reduces the thief to 0 health.

The last large smoke snake attacks Daetir but loses the combat and takes damage from the thief.

Brikolad moves and shoots at the Ballista II but missies. Naru Magol attacks the large vapour snake, wins the combat and does damage. Gurth Bor follows this up with an attack on the large smoke snake finishing it off.

Turn 15

Ballista II moves to attack Mothorm, loses the combat and takes damage from the thug.

Naru Magol attacks the construct but loses the combat and takes damage.

Turn 16

The remaining members of the warband make it to the door

Balista II attacks Naru Magol but loses, takes damage and is destroyed.

The warband now move towards the door and make the roll to open it and leave the table.

Post Game

In campaign play figures reduced to 0 health are not necessarily dead (maybe they are mostly dead? Cue Miracle Max quote!). You get to roll on either a table for the Soldiers and/or a table for the Wizard and Apprentice.

Durnimlath Gul and Mirhen, Galenglim and Gurth Bor all made a full recovery! Seregthaur unfortunately succumbed to his wounds but Mothorm was only badly wounded so will be able to join the warband again after recovering for one scenario.

Experience wise Durnimlath Gul gains 2 levels with some xp left over in the bank.

I then rolled on the loot table for the two loot tokens recovered and the warband is now 40 gold crowns richer, has a curse scroll and a pair of gloves of strength.

So all in all not a bad outcome.

Wait I hear you say (or maybe it is my conscience) didn’t you forget some stuff? I realised that I missed out a few things. Firstly, Vapour Snakes should have spawned at the end of each turn after the third. Ah well, I’m not too worried about missing that as Joseph McCullough has stated that he made the scenario a little more difficult than intended. So I sort of balanced it a bit without realising.

Also I missed out some situational modifiers for combat, particularly for when there are more than one figure attacking another, which I need to re-read and shooting modifiers for cover and the like, which I completely forgot, but as they were not used for the monsters or the warband that is a balance of sorts.

I plan before playing the next scenario is add names to the bases of the minis, so I don’t confuse the two infantrymen, two thugs and the two thieves. I think I may also try using a voice recorder app for the notes. Juggling, rule books, camera, minis, dice, pencil and notebook got a bit chaotic at times so anything that helps will be welcome.

What do I think of Frostgrave now I’ve played my first solo scenario? I love it! It played a little slowly but that was my bad decision of writing my first ever battle report on my first time playing the game. So there was lots of note taking (much more than I really needed) and checking the rule book. Next I need to paint up some minis for the next scenario and decide on which advances Durnimlath is going to take.

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