One problem with prepping so many miniatures for my Firefly Stargrave project is that physical space on my painting tile is at a premium, so in between applying base coats to the test model for an enemy faction I finished off some scatter terrain that had been hanging round my painting tile for far too long. Firstly, some mantic bits:
Monday, 23 February 2026
Bits and bobs
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:
What’s next? Watch this space…
Thursday, 13 November 2025
Mausoleum: a Frostgrave build
When last we saw Tim the Necromancer, he’d heard rumours of a hidden underground library, which sounded like exactly the sort of place he’d want to loot as his adventures so far has included a distinct lack of magical tomes. I imagined that for a valuable library to have remained untouched, it must be inaccessible in some way, or hidden, so decided that the next scenario I should play would be the Mausoleum: Tim is a Necromancer after all, so digging up a dead librarian to say ‘vee have vays of making you talk’ strikes me as somewhat apt (as well as explaining why other wizards haven’t already picked the place clean).
So I needed a Mausoleum. So I made one, and it looks like this:
Monday, 2 June 2025
Do you have time…
…to talk about our Lord and Saviour Tiamat?
So, I was off last week for Half Term, and so powered through painting some bits that I need for the next encounter in the family D&D game, some cultists of Tiamat:
Painting these cultists brings the Tally to:
14 vs 206 = -192
What’s next? Well, I’ve been watching a lot of (classic) Doctor Who recently, but on the other hand we need to pack up and move house again, so if you don’t see me post for a while that will be why…
Sunday, 25 August 2024
The adventures of Tim the Necromancer: Writhing Fumes
As alluded to previously, I was ready to play the next scenario in the continuing adventures of Tim the Necromancer, and so the Friday night before my wedding anniversary set up for Writhing Fumes, a solo scenario from the Perilous Dark expansion.
The Tracker over on the right flank manages to push back one of the two oozes on him, just as the Hound bounds over to try and take out the second one (in the hopes that the Tracker might then sneak over and snaffle the Treasure Token) but is immediately consumed by the living blob.

The Lich (who I really need to think of a name for, as unlike most of Tim’s nameless henchmen she’s likely to actually stick around for a bit) finally gets line of sight on her fleeing foes, and casts Bones of the Earth on the fleeing Man at Arms carrying the treasure token, causing a skeletal hand to burst from the ground and grab his ankle, stopping him in his tracks. ‘ Not so fast - You took something of mine, so I will take a treasure of yours in return!’, she cries.
Ahead of Tim, the Captain obliterates the last ooze between them and the door, leaving the Ballista free to step aside to blast the pursuing enemies - it manages to hit a werewolf square on, sending it flying backwards into the Lich, to her displeasure!
Tim is torn between making his escape, and having one last chance to do something cool. Obviously he chooses the less sensible latter option, pausing at the doorway to lob a Grenade spell (which I’ve always envisioned as him flinging an explosive skull) at a pair of enemy Men at Arms (being happy to have an enemy that he can actually do more than one damage to with his ranged spells) but unfortunately flubs the casting in his haste.
The Apprentice, finally remembering that he is wearing Gloves of Casting, finally successfully manages to cast the Push spell on one of those Men at Arms. Unfortunately I then whiffed the roll to see how far they were pushed, resulting in it only being a single inch…
It was around this point that my 5 year old woke up in the middle of the night, and took over rolling for the monsters, resulting in the Zombie (who at this point was in combat with about four enemies in the doorway) getting taken out at the start of the Monster phase, leaving everyone else that was previously held up by him free to bundle after Tim and his companions. Tim’s Man at Arms breaks free of the grasping skeletal hand, only for the Lich to immediately cast it on him again - she seems fairly determined not to let him escape with that treasure!
While all this has been going on, the poor attacker over on the right flank has been valiantly trying to break free, is surrounded by two oozes and two wolves, and finally succumbs to superior numbers (both of enemies, and on die rolls).
Back by the door, the Captain slashes the skeletal hand at the Man at Arms ankle, before leaping through the door herself, closely followed by the few remaining survivors - Tim, the Apprentice, and the Man at Arms still desperately clinging onto the Treasure Token, with Tim summoning another zombie to block the doorway as he escapes. The Apprentice tries to cast Bone Dart as he steps across the threshold of the exit, but fails to do so, making for a slightly anticlimactic ending…
Post-game, the Hound and Knight are both Badly Wounded, and must miss a game, but everyone else survives. It would have been better for me if it had been the Thug and Thief that had been injured, as they are free to replace, but the dice tend not to care for what is the best option for the player…
Tim gains 3 levels, and so lacking any Grimoires to learn new spells improves his Health stat (mostly to give him more blood to spend on turning failed casting rolls into successful ones), and then improves Push (for which the Apprentice is thankful!) and Control Construct (because Tim quite liked having a pet golem, and thinks he might like to do so again in the future). In hindsight, writing this post I think maybe I should improve Brew Potion, because they seem to always fail to cast this, and it would be good to have a supply of free healing potions beyond the one the Apothecary brings every game, but that’s a problem for a future game I guess.
And what was the treasure that everyone risked life and limb for? 40 gold, and two scrolls (for Curse and Suggestion). I always forget that Tim has a pile of scrolls, so that’s less useful than some of the other results - might have to raid a library at some point to see if we can find some Grimoires…
Hmm, spending 400 gold before this game to buy a kennel might not have been the most financially responsible thing to do, as Tim is almost flat broke. He searches around the Treasury that is their base for loose change, finding another 13 gold, taking them up to 200 - before the Captain comes up to him to collect her share of the profits. Ah well, silver lining, at least the Captain’s share of the take isn’t too much, thinks Tim.
He also rounds on his Man-at-Arms:
Tim: ‘why is it that those henchmen pursuing us have the same shield as you? Is there something you need to tell me?’
MAA [confused, eating a chicken leg]: ‘what?’
Tim: ‘are you a spy?’
MAA:’do you really not remember?’
Tim [taken aback]: ‘…what?’
MAA: ‘when you hired me?’
Tim: ‘…’
MAA: ‘Remember? I was standing guard outside the mistress’ bedroom, you walked out, and hired me on the spot when I saw you tucking-‘
Tim: ‘-okay that’s probably enough’
MAA” into your pocket, and you told me never-‘
Tim: ‘enough, enough, never speak of this again’
Meanwhile, in a crypt somewhere else in the city, Tim’s Mortal Enemy leaves up - she gains immunity to poison, presumably from having slurped up an ooze or two after the last encounter! It’s a little terrifying how a mortal Enemies level up- as well as gaining that ability, she also gains two magic items (a magic staff that makes her better at fighting and avoiding ranged attacks, and a magic lucky star), as well as upgrading one of her henchmen into an Archer!
Next - Ishtar’s Weapon Shop, the goal of this journey into the Frozen City, presumably with an additional Thief subbing in for the Knight who is going to spend a game taking a nap with the Hound while they recover from their wounds.
For the next scenario, I need a miniature closet - while I could have subbed in a crate stood on it’s side, I figured that was a quick and easy project, so quickly ate a box of raisins, both to give me the energy for crafting, but also to form the body of my closet:
Looks pretty good, don’t you think?
















































