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.




