This week’s encounter was a camp Raid scenario. Our opponents were a Desperate Mob, whose camp I set up in the centre of the playing area. The enemy figures were set up as per the diagram, although it was actually flipped, horizontally and we started on the right-hand side.


Three enemies in camp…

…and four enemies deployed to the west.

The Desperate Mob were a little low on numbers. I had thrown double three, plus three and then one more as we were a party of seven. They narrowly missed out on having an officer/sergeant. So, it was seven against seven. Frankie, the Mad Axeman having disposed of an eighth man before the battle. Frankie said he was always whingeing and he couldn’t listen to it anymore!

We could come onto the board anywhere between the rock to the right and the top of the ridge in the centre, 1” in from the edge. Bara Brith ap Cyffylliog, our Master-at-Armes and Master Strategos, opted for a stealthy entry along the top of the ridge line.

The Compagnye used the sneak move and by keeping more than 12” from the camp, we were able to take up a very favourable position, dominating the high ground.



At this point, the Compagnye were spotted by a sharp-eyed enemy and the batting was opened.
Bara loosed the first arrow. His range has now been extended, due to his ability to produce fine quality arrows. His black-fletched clothyard arrow, arrived in the throat of an enemy slinger in the camp, like a bolt from the blue! The first enemy was down, in the first shot. A sign of things to come.

Ilsa tried a long shot with her longbow, but failed to hit.

Tiffany cast her ‘Mark’ spell on the enemy in camp with the horned helm and succeeded in marking him out to the members of the Compagnye with ranged weapons.

Shooting into the camp, we had to be very careful. We had detected a tied victim, atop some sort of pyre and were desirous of saving the poor creature’s life.

The enemy advanced, using whatever cover was available.

Hugh, having his target marked for him, by Tiffany, loosed an arrow, which glanced off the horned helm, stunning the wearer. Lew, seeing the enemy pause, let fly with his sling and succeeded in killing the foe. Thorvald used his sling, the Scot Strap of Desire (it's actually called the
J*ck Strap of Desire but it appears I'm not allowed to type
J*ck!), as he has named it, but missed the other foe, crouching behind the wall.

Bara sees the enemies’ second slinger advancing in the cover of the stone wall, surrounding the camp. He takes an aimed shot, but the arrow hits the wall and skitters away. Ilsa stiffens her sinews, summons up the blood and redeems her first miss. The slinger is down with an arrow in the eye. The desperate mob are in trouble, as Ilsa shouts her ululating battle-cry.

The mob, what is left of them, advance to contact.


The marker token on the left indicates how far up the crag, the mobster has climbed.

Hugh Pugh draws his bowstring back and puts an arrow into the heart of the mobster who is heading straight for him. Another one down.

Lew turns to his right, catching a flicker of movement. The foeman with the warhammer has reached the ridge and is bearing down on him. Desperately, Lew uses his sling, but in the panic of the moment, he misses.

Calmly, Thorvald steps out from behind Lew and unleashes the
Scot (J*ck) Strap of Desire. It’s hardly what the mobster desires though, as the missile hits him directly between the eyes and another enemy is down. Falling back down the crag, he tumbles to his doom.



Seeing that five of their number have been cut down by the mercenary Compagnye, the remaining two beat a hasty retreat, leaving the Compagnye, holding the field.

Victorious, we moved into the camp, searching for anything useful or valuable. We found a sack in one of the tents, which turned out to contain some throwing knives which we gave to Barney McGrew, to celebrate him surviving his first battle (even if he didn’t do anything, he stood firm).

Bara and Ilsa rushed to untie the captive. Luckily, she was still alive, although it might be a short while before she is able to relate her story.

That was Campaign Turn 3, a fairly short encounter. We felt a little guilty at the ease with which we had disposed of our foes. However, they were part of the three threats we face in our campaign. Using some of our Adventure Points, we reduced the threat of the Ruin Within, from 6 down to 5. Our first encounter with one of our threats.
There will follow a campaign diary entry to relate the story of the captive. We used one of our Story Points to bring her into the scenario.
Altogether, a fun encounter, even if we didn’t get to go hand-to-hand with the enemy.