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Tuesday, February 24, 2026

Frostgrave scenario. Blind Meg

Blind Meg

 

You have heard a rumor that a powerful soothsayer has taken up residence somewhere in the frozen city.  Wild tales about her predictions and favors have encouraged you to seek her guidance.  After much searching you have tracked her down. 

 

Setup

 

The board is set up normally with a large central temple.  For this scenario, each player will only place one treasure normally.  A single central treasure will be placed next to Blind Meg in the center of the temple.  Other treasures may be given out as favors by Meg when she says the sooth.

 

Special Rules

 

Any wizard or apprentice that is in base-to-base contact with Blind Meg may use an action to pay Meg 5 gc for her to say the sooth.  She will only say the sooth once per warband.  Roll on the table below to determine what Meg sees.  Sometimes Meg will provide insight into the future, she may give a talisman, or she may give bad news.  If a talisman is given it is taken into inventory immediately and can be used normally this game.

 

1 - 7

Fortune smiles on you.

6 - 14

Fate can be fickle.

15 – 18

Talisman

19 – 20

There is pain in your future. 

 

Fortune smiles on you:

Before the next game choose one spell from your list.  For the duration of the next game the wizard and apprentice cast the spell with +2 to the casting die roll.

 

Fate can be fickle:

Next game before casting any spells, roll a die.  On even numbers add one to the casting roll for the spell.  On odd numbers subtract one from the casting roll.

 

Talisman:

Meg has given a small token of her favor.  All items are described on page 101 of the Frostgrave Rule book.   This item can be used immediately.

 

1 – 5

Ring of slow fall

6 – 10

Ring of Will

11 – 15

Amulet of Resistance

16 – 20

Fate Stone

 

There is pain in your future: 

Roll once on the permanent injury table on p 77 of the Frostgrave rule book.  This injury will automatically affect the wizard or apprentice who paid Meg for the sooth. 

 

Interrupting the sooth

Each turn after she has said the sooth, if a model attacks another model whilst in line sight of Meg, roll on the table below as the model has interrupted the vision.  This will only happen the first-time combat is initiated and subsequent combats are ignored.

 

1 – 2

Cursed for life 

3 – 10

Expelled from her presence

11 – 17

Ethereal vengeances

18 – 20

Meg approves of your actions

 

Cursed for life 

If the attacker is a wizard they must roll twice on the permanent injury table on p 77 of the Frostgrave rule book with immediate effect.  If the attacker is a soldier, they are instantly removed from play and are considered to have rolled badly injured on the soldier’s survival chat on p74 of the Frostgrave book.

 

Expelled from her presence. 

The attacking model is pushed twenty inches directly away from Blind Meg.  The model will stop if it encounters a piece of terrain.  If it is stopped by terrain, the model then takes damage as if it fell from the same number of inches that it was moved. 

 

Ethereal Vengeance.

A Wraith p192 from the Frostgrave Book immediately appears within two inches of the model who initiated the attack.  In the monster phase it will target that model first before following the normal random monster rules.

 

Meg approves of your actions.

The attacking model gains +1 fight for the remainder of the game.

 

Wandering Monsters appear normally in this scenario. 

 

Treasure and experience

+100 experience for the wizard whose warband interrupts Meg's sooth. 

+50 experience for the wizard or apprentice who pays Meg say a sooth.  












 






Wednesday, February 4, 2026

BSC 2026 number 1

 This years BSC subject is for this year is wheel.  

 

I have decided to make a planisphere skopein to view the celestial wheel. 

Here is the base