Tuesday, 16 December 2025

By Saint Lazarus!

As often seems to be the case, I’ve been tempted by a new project. The lines of thought that lead me to it are too long to write out here, but largely it was excitement at Wargames Illustrated’s Assassins and Templars, rediscovering Assassin’s Creed, and then spiralling out into wanting to Wargames the Third Crusade because that’s just how these things go when you start to do a bit of reading. In the short term though, I bought myself a copy of Outremer Blood and Faith, and set about painting up a mini to whet my whistle.

During my reading and watching of various YouTube videos (largely along the lines of ‘Teutonic Knights: did they really wear such fantastic helmets?’), I came across the Knights of the Order of St Lazarus, and figured that would make for an ideal first figure. They are (mostly) knights with leprosy, charging into battle hoping to die honourably because that way is a fast pass into heaven - they are the Dwarf Slayers of the medieval period! 

So, here is my first mini for Outremer:


White really is a pickle to paint isn’t it. For this guy I highlighted up to pure white from a very light grey, but I wonder if white with a grey wash/glaze then highlighted back up to white wouldn’t be easier? 

My brief internet research suggested that leprous knights often wore masks, so I converted one for my mini - it’s a cut and carefully shaved down Frostgrave cultists head, transplanted onto a mail coif wearing Fireforge head:


I even highlighted the mask properly rather than just drybrushing it! Ugh, looking at my shonky freehanded cross on his shield in this extreme close up doesn’t make me happy, rest assured it looks much better at arms length! 

And here’s a picture of the back too, as always to prove that I painted it. Not a lot to look at, mostly white. 


I wasn’t sure what colour the ring around his head should be - is it supposed to be fabric, as some pictures suggest? It’s not sculpted like that, so I left it metal in the end…

While I was digging in my Game of Thrones box for historical sprues to convert my knight, I also came across a metal monk, and figured Crusaders could probably do with some pilgrim monks to fight over. 


It’s a fairly quick and dirty paint job - I went a bit too heavy on a drybrush and tried to knock it back with glazes, but with the end of the year looming and the Tally still… looking like it does there came a point where done was good enough and this was it.

No idea who made the mini originally - I feel like it came from Forlorn Hope some time ago, so is probably originally a Grenadier sculpt?

Finishing these two brings the Tally to:

38 vs 255 = -217

14 minis to do before the end of the year to hit the challenge of averaging a mini a week, that’s doable right? I may or may not have dug out some minis to prep that only need very simple paint jobs…

What’s next then? Well, before I paint anything else, Tim the Necromancer has managed to squeeze in one more game…

Tuesday, 9 December 2025

Things with wings

You wouldn’t know it from everything else I’ve been posting about, but over the summer I decided that my next project was going to be Warriors of Athena, an obscure Frostgrave adjacent Greek Fantasy game originally released as a series of magazine articles - and then it got announced that it was getting a proper release from Osprey! The plan is to rope in some compatriots to watch Clash of the Titans while building warbands, but in the interim I’ve been painting some suitable enemies, some Foundry harpies:


You can tell at a glance how happy I was with each individual face based on how much Blood for the Blood God got splashed around. 

It’s been a while since I painted any miniature nipples, so I turned to my big book of painting for inspiration and advice:


Looking at their backs, I tried to make the upper feathers look different to the lower feathers - I think I could perhaps have gone a bit further, but I’m not mad at how they turned out:


I think I need to start varnishing my miniatures if I’m going to play games with them though, these ladies have done nothing but fall over since I got them.

Fun fact about the bases - they are decorated with bones from a Wargames Factory skeletons set that I bought years ago from a gamer that had given up on trying to get them to go together as they were so fiddly, which was fine for me as I wanted to use them for scenery. Having rejoined the Lead Adventure Forum again this year, I was looking through some of my old PMs, and realised that the gamer that I had bought them from was actually Joseph McCullough, who went on to write Frostgrave, and Warriors of Athena, the game that these miniatures have been painted for.

Speaking of wings, I’ve also painted this little chap, an excellent sculpt as ever from Crooked Dice:


I bought him at Salute just because he’s such a lovely little sculpt, it’s mostly serendipity that I actually have a use for him now.


Speaking of little sculpt, he’s tiny, that’s a 20mm base he’s on. I suspect it may be time to dig out the magnifier that I have somewhere, that got packed away back when I was young and vital and didn’t need such things.

It’s been a while since the last Tally post though, so I’ve also received some miniatures:

Last month’s GW free mini of the month was a Chaos Dwarf, which I quite fancied, but unfortunately came out the same week that I found out that if you work hard enough, you unlock extra time off on doctor’s orders (hence all of the solo games and blog posts recently), and it was a week and a half before I could bring myself to go into town, where I discovered that they had apparently run out that morning. So instead I treated myself to this pack of D&D miniatures from the games shop on the other side of town:


My daughter has made it very clear that she wants to play a Tabaxi Rogue at some point in the future because of the Dungeon Club graphic novels, so I figure I’ll probably end up letting her have one of these when the time comes.

The next month, I nipped in on day of release to grab the Deathwatch marine, because I figured there’s definite inq28 potential there:


I also took advantage of em4’s Black Friday deals - I ordered a kilo of random dice, planning to make my children dice advent calendars, although they took too long to come to be ready for Advent, so the backup plan is to do some sort of twelve days of Christmas deal instead. I had a voucher from when em4 used some pictures of minis I’d painted on their website, so bought a slightly discounted bridge (because slowly but surely, I’m working my way towards playing that next Rangers of Shadow Deep scenario), and then figured I may as well add on a mystery bag of five random minis for a fiver to qualify for free postage (although to be fair, out any mini in front of me for a pound and I’m likely to bite) and was furnished with these:


I’d admittedly assumed it was going to be some of the weirder ranges that em4 stock, but other than one prepainted dwarf that will likely get stripped so that I have a random minis for ready the next time my son wants to paint something I got 4 Grenadier sculpts, only one of which I already own (the chap on the far left). I was especially happy with the chap on the far right, as having recently finished Cyberpunk 2077 I was tempt3d to paint up a Rockerboy, and ummed and ahhed for a while over ordering the singer from the same range at the same time, but showed remarkable restraint and resisted the urge.

All things included, that brings the Tally to:

36 vs 255 = -219 

I’d need to paint ten minis a day, every day, for the rest of the year to get the Tally back into the black at this point! I’ll settle for trying to get my finished minis up to an average of one a week though.

What’s next? More Frostgrave, and more painted minis hopefully! I will admit, I did dig out some minis that can be painted with very simple paint schemes to try and game things in my favour, but on the other hand, inspiration may have struck for another new project for next year:


And then again, I rearranged my nerd bookcase earlier to try and get all my Really Useful Boxes of minis onto shelves rather than having some piled up on the floor next to it, and found myself unearthing things I hadn’t seen in a while and going ‘ooh I should probably dig out my Strange Aeons minis right?’

Thursday, 4 December 2025

The adventures of Tim the Necromancer: Field Research

Having previously found some clues to the whereabouts of the massive golem currently rampaging through the frozen city (that he may or may not have been the cause of), it was time for Tim to hunt down the thing itself and have a proper look at it.

As mentioned in my last post, this scenario takes part in a crumbling garden, full of low walls, fountains and statuary (which can be magically animated during the game), so I tried to set up the board to represent this as best as possible:


Some homemade weeping angels (so old they were painted before this blog was even a thing) stood in for statues (with the plan being that any that got animated would be replaced with the much nicer Weeping Angel miniatures made by Crooked Dice). I also set the golem up further back rather than in the centre of the table, as I figured that was mostly to have him equidistant from the two groups in a two player game, and figured it would be better to give him a turn or two extra of hurling rocks at my troublemakers!

I rolled to see if Tim’s Mortal Enemy would make an appearance, and again they did not. Then it was time to roll for monsters - I started with rolling for each edge of the board other than the one Tim would start on, and then also rolled for a monster to start in the centre of the table, to make sure that the game wasn’t too easy. I rolled a Wraith, 2 Ice Spiders, 2 Wolves, and a Bear. The only bear mini in the house is the one my daughter painted to use when her D&D Druid transforms, so on the table he goes! 

(The picture of him on the table was hugely out of focus, so here he is in a box instead)

As well as deciding that the Golem would activate between the Wizard and Apprentice phases, originally I had planned to have the Golem treat anything (including wandering monsters) as a target, since he is described as being on an out of control rampage, but then I decided not to, as I figured he’d likely spend all his time stomping the monsters while Tim idly sauntered over, which would make things a bit too easy!

Pre-game, Tim and the Apprentice (whose name is Sebastian, but Tim has never asked) crack their knuckles and set about casting their spells. Both fail to cast Brew Potion, and Tim even fails to raise a zombie, but the Apprentice manages to successfully do so. Come on lads, get the bad rolls out now before the game starts properly I guess…

Again, Tim varies slightly from his usual go-to setup. He enters in the centre, accompanied by the Barbarian, Apothecary, and Man at Arms, planning to march up the centre towards the Golem to give it a proper looking at, in the hopes of finding some weakness or override that they can use to claim it in the glorious name of Tim. On the left, the Apprentice is accompanied by the Knight and Captain (who both have magical weapons and so are some of the only people in the gang able to actually harm the Wraith ahead of them) and the Thug and raised zombie (who do not, but are frankly expendable). On the right flank, the Thief, Warhound and Tracker form a compact Team Speedy, hoping to nip in and grab a Treasure Token before rapidly getting back out.

As things commence, Tim strides through the doorway ahead of him, surrounded by his heavily armed comrades, and casts Control Construct on one of the statues in the garden, animating it under his control (although he has to use the power stored in both his staff and ring to turn a narrow failure into a success). 


The Golem, now having a viable target in range where it didn’t before, grabs a chunk of broken masonry from the ground to hurl and absolutely pulverises the newly animated statue (having rolled a 20). It then stomps forward to investigate the shards, leaving it looming unfortunately over the Treasure Token that Thief & co had their eyes on…

On the left, team Apprentice scramble through the ruins towards the Wraith, with the Knight running as far as his legs will take him, while the Captain holds back slightly to let the Thug edge ahead to lure the Wraith out. The Apprentice initially considers casting Grenade (as the one magic attack he knows, Bone Dart doesn’t count), but decides to cast Strength on the Captain instead, to make her as good in a fight as the Knight.

Due to the relatively clear nature of the centre of the board, every monster can see the gang and starts running/shambling/floating towards them (delete as applicable). The pair of wolves that started in the centre of the board attack the Man at Arms (mostly because I forgot just how fast they move), but he cuts them both down in short order. At this point in my notes I wrote ‘I must sort out a replacement mini for him’, but if you’ve read my last blog post you know that’s not actually the case. The Wraith makes it into contact with the sacrificial Thug, but this takes both actions so it’s not able to attack this turn (aha, right into my trap!)


On the right, the Tracker sends an arrow towards the Ice Spiders scuttling towards them but doesn’t manage to land a hit. He then hustles into the cover of a nearby broken wall, to take up a better firing position to try again next turn. 

I start to wonder if I might have made a mistake leaving the right flank so lightly defended, and deliberate for a while about what to do with Thief and the Wolfhound. In the end, the Thief decides to stick to the original plan and sprints towards the treasure, trusting that Tim and his group are on their way to engage the Golem.

(On this day, humanity received a grim reminder… ah, you either get the reference or you don’t)

The Warhound meanwhile takes up position hiding behind a tree, planning to pounce on the Ice Spiders heading towards the Tracker next turn. Last but not least, the zombie starts making his way across the broken ground towards the Wraith, where if all goes well weight of numbers should be able to pull it down next turn.

At the end of the turn, a Snow Leopard enters on the right - I definitely should have sent more soldiers over to that side!

Muttering ‘I don’t get paid enough for this’ the Man at Arms dashes past the Thief to engage the Golem. In hindsight, I wish that I had deployed the Thug in Tim’s group rather than the Man at Arms who is now potentially about to get splatted by a massive angry Golem, but I can’t turn back time (yet), so it is what it is.

Seeing enemies building up to his right, Tim attempts to cast Grenade on the pair of Ice Spiders, but as usual fails miserably. Assuming that the Man at Arms is going to be fine holding off the Golem (that to be clear has been leaving a trail of bodies across the frozen city) the Barbarian dashes off to the right to join the Warhound behind the tree, ready to ambush the spiders. Then I remember that she is a barbarian, and and so her second action is spent dashing directly towards them rather than skulking (which will hopefully also draw the leopard away from the exposed Thief).

Tim cautiously advances, just close enough to the Golem to get the bonus XP for having a good look at it, but also pushes the Apothecary in front of him, just in case.


Then it is the Golem’s turn, and it’s time to see what happens in its fight with the man at Arms. I roll the dice with bated breath… and the Man at Arms rolls a 20 and wins the fight! This deals 10 damage to the Golem, and he pushes it back in the hopes of being able to make a break for it and escape next turn.

On the left, the Knight, zombie and Captain all bundle thenWraith, figuring that overwhelming numbers is probably the safest way to take it out.


The Knight attacks it first, but is dropped to 2 Health (curse that double damage!). The Captain then has a crack at it, and also loses (as having a magic sword, magically enhanced strength and outnumbering the foe 4 to 1 doesn’t help when you roll a 1), but luckily is saved from taking any damage by her armour. This isn’t going as well as I had hoped! The zombie doesn’t bother to fight, as he doesn’t have a magic weapon, he’s just there to make up numbers and provide an outnumbering bonus. Behind them, the Apprentice is a little worried, but still hopeful that the group will prevail against the Wraith, so uses his Gloves of Casting to cast Control Construct on one of the statues, and rolls a 20! Consulting Advanced Spellcraft, a critical on this spell means that it doesn’t count towards the usual ‘max 1 controlled xxx in your warband’ rule - nice!

In the Monster Phases, the bear that has been inevitably making it’s way across the board pushes past the Golem to stand in front of the Man at Arms, while over on the right flank the Snow Leopard pounces on the Barbarian. The first Ice Spider scuttles up to join this fight, which the Barbarian wins, but due to a low roll is only able to drop the spider to 1 Health. The second spider then also reaches her and has better luck, biting her for 3 damage and poisoning her.


The Wraith attempts to finish off the wounded Knight, but a much better roll means that he is able to slash through it with his magic sword (that I only at this point remember also has a Healing Potion in the hilt) and banish it back whence it came. 

The Thug, suddenly finding themself no longer engaged in combat, takes this opportunity go haring off towards the leftmost Treasure Token.

Back in the centre of the board, the recently animated statue dashes (well, I say dashes, I imagine it’s more of a slightly jerky Harryhausen stop motion effect) to engage the bear that is closing in on the Man at Arms, whilst also making themself coincidentally the closest target to the Golem. 

On the right, the Tracker makes a risky shot into the combat swirling around the vastly outnumbered Barbarian, figuring that there are so many enemies that statistically they are mostly likely to hit a viable target rather than their comrade. Luckily, they do, their arrow striking the Snow Leopard, although unfortunately he isn’t able to damage it. He dejectedly holsters (stows?) his bow and plunges in to join the melee, as does the Warhound, which savages the undamaged Ice Spider and tosses away it’s broken body. The turn ends, and no more monsters enter the board - phew!

Tim, considering bigger plans for the future, tries to cast Control Construct on the Golem, but rolls a 7, much lower than the 14 needed. Figuring that he may as well go big or go home, he sacrifices 11 points of Health to empower the spell (as the target has to make a roll against the casting number, so bigger is definitely better) , a risky move as the Golem still gets +6 on these rolls - and the Golem rolls a 1 and joins team Tim for a turn! Seeing blood literally dripping out of Tim’s ears (he is only on 4 Health at this point if I recall correctly), the Apothecary dumps a Healing Potion down his throat, while the Thief dashes over to grab the rightmost Treasure Token:


As she does so, a Ghoul enters the board over on the left side, just in front of the group of heavily armed maniacs that just took down a Wraith…

Under Tim’s control, the Golem smashes its fists down on the Bear’s back, dealing it 5 points of damage. Tim then has it back away, hoping that he can position it to do the least possible amount of damage next turn when it manages to shake off his control, sending it off to hug a tree:


Team Apprentice on the left flank has the Captain loose off an arrow at the newly appeared Ghoul, scoring a critical hit and slaying it instantly. Satisfied with this, she then starts off towards the right hand side of the field to try to rescue the Barbarian, followed (much more slowly) by the Knight. The Apprentice tags along behind them, pausing only to cast Control Construct on the statue nearest to the Golem, hoping to use it as a sacrificial pawn to buy the rest of the gang time to grab the rest of the treasure and get out. Thanks to the use of his Ring of Power and sacrificing 3 points of Health, he succeeds.

Ahead of them, the beleaguered Barbarian is attacked by the leopard, but manages to slap it down to 1 Health - if only she had a magic weapons or some Gloves of Strength to have been able to finish it off! The remaining Ice Spider also attempts to sink its fangs into her, and is swatted in response.

In the centre, the Bear smashes the controlled statue to pieces, leaving it and the Man at Arms half an inch apart, while the Thug grabs a Treasure Token. Luckily, no more monsters appear at this point. 

Back with the Barbarian, the Warhound runs up and attacks the Snow Leopard, but isn’t able to land any telling blows. Seizing the advantage granted by this distraction, the Barbarian chops the legs out from under the leopard, slaying it. The Tracker, now with no threats in their immediate vicinity, takes the opportunity to attempt a tricky shot on the bear, over a low wall and past the Man at Arms which lands true, dropping the Bear to 2 Health. Seeing this, the Man at Arms who had previously been considering making a run for it instead charges in to try to finish it off. He probably should have made a run for it, as he loses the fight, but luckily does not take any damage thanks to his armour.

Finally, the zombie lurches forward to shield the Apprentice from the Golem with his body. The turn ends, and again no new monsters enter the field.

Seeing that there are very few enemies left, Tim feels like it is probably time to start wrapping things up. He attempts to cast Grenade to finish off the heavily wounded Bear, but fails badly enough that empowering the spell to turn it into a successful casting would leave him on the brink of death, so doesn’t. Somewhat sheepishly, he tucks himself behind a wall lest any more monsters appear and attack him in his fragile state. As this is happening, the Apothecary (having already used his Healing Potion on Tim) climbs the fountain ahead of them to grab the central Treasure Token, and as he does so a pair of Ice Spiders enter the table behind them, from the same edge that the gang entered on.

The Golem, managing to shake off Tim’s magical control, launches a rock at the statue recently animated by the Apprentice. Unable to destroy it in a single blow like the previous one, this time it charges in to try to finish the job:


The Apprentice suddenly remembers that they know the spell Slow, which is ideal for using on particularly deadly single monsters, and so probably would have been great to cast earlier. He figures at this point though it’s probably too late to make much of a difference, and initially planned to Leap the zombie into that combat to provide the Man at Arms some backup, but again I remembered that you can’t use it to enter combat. Checking Advance Spellcraft, you can actually learn to do that, so that might be something to consider for the future… he casts Grenade on the Bear (well, technically on a point about an inch behind it, but you know what I mean), and as ever despite the spell being successfully cast, it fails to do any damage. The Knight steps into the broken doorway in the centre, between Tim and spiders, backed up by the zombie and Captain.


Behind him, in the centre, the Bear rears up and delivers a massive blow to the Man at Arms, dropping him to 1 Health.

On either flank, the Thug and Thief both leave with a Treasure Token apiece. I wonder if I should start using the non-solo Treasure Token rules, where anyone carrying one is encumbered and slowed, rather than the rules from Perilous Dark I think where you aren’t? Something to ponder…

The poisoned Barbarian vaults the wall ahead of her and sets off towards the Bear, but is overtaken by the Warhound who is able to make it into combat next to the Man at Arms. The Tracker picks off one of the spiders bearing down on the Knight with a well-placed arrow, then moves off after the Barbarian and Warhound towards the Bear.

At this point I suddenly realise that I missed the spiders in the Monster Phase - and also remember that the Knight is only on 2 Health, so probably wasn’t the best person to hold the door! The spider scuttles up and almost inevitably bites him for 3 points of damage, taking him out of action. If only he’d used an action to drink the mini Healing Potion in the hilt of his sword (that heals 2 points of Health), but he’s so much slower than the rest of the gang that he ends up using all of his spare actions running to keep up!

Finding himself unusually alone and on 1 Health, Tim chugs his own Healing Potion and again tries to cast Grenade on the Bear. Again, he fails badly enough that he hurts himself for 1 point of damage - lucky he had that potion or he would have taken himself out of action!

Congregating in the middle of the board, the Apprentice sends the zombie to engage the spider now looking hungrily at the Captain over the body of the Knight, and while he originally planned to cast Leap on the Apothecary to catapult him vaguely towards the table edge and escaping with the last Treasure Token, but I realised that where he hadn’t activated yet this turn he’d actually get further under his own steam, so the Apprentice instead casts Grenade near the spider, finally succeeding st killing something with it.

The Bear attacks the badly wounded Man at Arms (which reminds me, I must remember to apply wounded penalties to models on 4 or fewer Health), but is cut down, leaving no monsters except the Golem left on the board.

The Apothecary scrambles down the fountain and legs it as fast as he can away from the Golem, and everyone else consolidates to facilitate making a fighting retreat while protecting the spellcasters. The plucky Warhound runs off in the opposite direction, towards the leftmost board edge, trying to draw the Golem away from the rest of the group while they make their escape. As he does so, a powerful Ice Toad hops onto the board just ahead of it.

In the next turn, the Apothecary books it off the board with the last Treasure Token, while the attacker makes an incredible long ranged shot and takes the Ice Toad out of action - unfortunately no one is near enough to harvest it’s webbed feet for spellcasting components, but sometimes the risk just isn’t worth the reward. 

Tim attempts to cast Control Construct on the Golem again, but this time it is resisted, and in response the Golem absolutely obliterates the Warhound with a thrown rock, before stomping up to poke at it’s broken body with it’s huge stone fists. The Apprentice then attempts to cast the same spell, and cuts to empower it to 18, and the Golem is controlled again! The Apprentice sends it stomping off in the opposite direction, and the gang use this chance to make good their escape.

Post-game:

Both the Warhound and the Knight survive - phew!

The Captain gains 30 XP, not enough to level up again yet. Tim earns 332, capped at 300, enough to gain 3 levels. He boosts his Will by +1 (as both Health and Fight are at their maximum, and he vaguely remembers his Mortal Enemy having a spell that requires a Will roll), learns the spell Wizard Eye from a Grimoire in his vault, and then makes the spell Brew Potion easier to cast, as they need to start replenishing their supply of Healing Potions! He should probably invest in a Giant. Auldron for his base, with that in mind… He had originally considered making the spell Control Construct easier to cast, as his immediate future includes plans to go and Control a Construct, but figured that the way the spell works the higher you roll the better, so making it easier to cast on the Golem is slightly counterintuitive.

Rooting around the dusty corners of the Treasury where the gang make their base turns up 11 GC, and the treasure gathered during the game turns up an assortment of lose change, a Grimoire containing the spell Bone Dart that can be used to improve that spell as they already know it, and a magic crossbow. He initially considers selling that last item, but instead stashes it in the vault - he had a cross bow user in the gang before who died, so maybe will again if someone else gets unlucky… all in, once the Captain has taken their cut, he is left with 194 GC, still not enough to invest in a Giant Cauldron…

Next time - Tim figures he’s probably got the hang of it now, and is surely a powerful enough practitioner of terrible magics that he can probably definitely succeed in bending the Golem to his will where so many others have failed, so he should probably go and do that…

Wednesday, 3 December 2025

Man at Arms, the updatening

Having played a decent amount of Frostgrave recently, I had gotten it into my head that my Man at Arms mini was borrowed from the retinue of Tim’s Mortal Enemy, who in turn just borrowed some minis from my Game of Thrones Starks. As he’d been fairly pivotal to my success recently, I set about updating his model, as I felt bad that he was a proxy (and sooner or later Tim’s Mortal Enemy is likely to reappear, and would need him back). 

So last night, I dug out a bunch of sprues and set about rebuilding him. I tried to match the pose and equipment, just updating his shield initially, but then I also decided to give him a nice kettle helm, because they’re cool:


Like the original, he’s a Fireforge body with Gripping Beast Viking arms. I had originally planned to give him a shield from the Frostgrave Cultists sprue, as he’s in the employ of a Necromancer, but they were much smaller than I remembered so he got a Fireforge shield instead. Also, I’m not sure if you can see it or not, but there was a slight casting defect on his groin, which I fixed with green stuff.


He’s even got a scabbard and pouch, just like the original mini.

Then I made the mistake of reading my own blog trying to work out why I had initially grabbed a mini from the Mortal Enemy warband rather than making a new one, and realised… I didn’t. The Wolf shield carrying Man at Arms was in Tim’s gang first, and is even narratively relevant to the campaign, as it turns out Tim hired him on the spot when he saw Tim leaving his sorceress mistress’ bedroom tucking something into his pocket. I’d apparently just forgotten this! In my defence, due to my intermittent gaming time it’s been over a year since the Mortal Enemy actually made an appearance on the table…

So I guess he becomes either the first mini of a Barons War project, or maybe the first House Bolton trooper in my ASOIAF project (which admittedly I do want to add to for the first time in at least a decade, to make some usable forces). Or perhaps both, when he gets to the painting table.

In other news, I also cracked the plastic on the boards in Sedition Wars, to see whether they might be useful for a possible 2026 project:

Tuesday, 2 December 2025

Fountains (of Wayne?)

Although the next scenario in the ongoing adventures of Tim the Necromancer doesn’t actually require a specific piece of terrain (unusually, most of my gaming delays are from having to build and paint something in particular), as it was described as being set in a ruined garden clogged with statuary and fountains, I figured I could dig out a GW Azyrite Fountain that I’ve had sat on it’s sprue for a while and get that painted relatively quickly:


It’s a GW piece, so there are a number of skulls and the word Sigmar on it, but not so many that it’s stands out when used in a non-GW-approved fashion. Building it without the weird orrery on top that it originally comes with helps it blend in more, I suspect. I was originally planning to paint some varnish in the bottom of it to make it look wet, but chickened out at the last minute and decided to leave it as a dry pool.

And her it is, being set up for the next scenario: 


What’s next? Watch this space…

Monday, 1 December 2025

Esprit de corps(e)

As you will have seen from my last post, needing some Corpse Tokens for the first scenario of the Hunt the Golem mini-campaign, I set about making some! I know I could have just used the laser cut exclamation mark tokens that I use for Rangers of Shadow Deep, but I figured these would be a nice little project (and I’m sure this isn’t the last scenario that I play that will have a need for corpses).

I grabbed some 25mm flat Renedra bases, as that is what I’ve used for the rest of my tokens, glued sand to them, and then set about rooting through my bits box for bits that looked like they could be used to represent the aftermath of terrible violence wrought on the human body by a massive monster with stone fists. A couple of half-empty Frostgrave sprues furnished me with some arms, one of which got a paper clip bone stump, but these were looking a little bare so I looked for some torsos. After a brief pass for thought where I considered what the worst miniatures I had that I didn’t mind sacrificing to the cause, I soon realised it was probably the sprues of Wargames Factory figures. Technically the redcoats are worse, but zulus would be a good generic body when suitably distressed - and yes, I guess the golem hit them so hard that their shirts flew off? Either way, it keeps them nicely generic, so I can use these in Frostgrave, D&D, anywhere where I need to gore things up basically. Once I’d hacked at them with a pair of clippers, I went in with green stuff to make any cut edges look more ragged (as well as making a generic glob of gore on one base that still looked a little bare), and ended up with a selection of tokens that looked like this:


The one at the bottom even got a pelvic bone added, which I used green stuff to meld with the torso:


Is it realistic? Probably not. Do I mind? Also probably not.

They then got a quick and dirty paint job, all pale skin and copious globs of TCR, and they were ready for their first outing in the frozen city:


Doeskins of which, I also painted up these tents from Renedra:


A quick grubby paint job, with plenty of sponging and drybrushing to try and make them look nice and textured and worn, but isn’t really worth a separate blog post of their own. I’m torn on whether I should go back and black line some of the creases - I still have the campfire piece to paint, so it may still happen. Good enough to use in a game already at this point though!

What else is happening? I entered a competition hosted by Wargames Illustrated, and won a copy of the book Assassins and Templars:


Handy, as I’m currently very tempted by some Third Crusade gaming (more on that in a future post, I hope).

Finally, the family D&D game has restarted after five months away, with a short after school session:


The party are rushing back to Phandalin in response to a message received by sending stone (the ringing sound for which is the sound of an old school Nokia vibrating on a table, thanks YouTube for fulfilling my weirdest sound effect needs) when they come across something unusual - someone seems to have set up checkpoints across the road, but there is no one to be seen… alive, that is (although I had to remove the corpse tokens from the board, as they were grossing my daughter out). ‘We should be careful, it’s probably an ambush’ my wife’s character warns, as the Dragonborn Paladin played by our son sprints headlong at the nearest pile of crates…