Horrors Of The Tundra: Scenario 2
Horrors Of The TundraA Lovecraftian Adventure for FrostgraveWritten by Jeremy Olsen Your party gets little sleep in the following days, hounded by whispers and murmurs from the deep woods, but nothing comes close enough to the illumination of fire or torchlight. Eventually, the woods clear to reveal the vastness of the frozen tundra that falls away into the distance. As oppressive as the woods were, you now feel exposed, watched by unseen eyes. In the distance, the air shimmers faintly, the effect seemingly moving closer and closer, until nauseously the air forms shapes - a great flock of gibbering, one-legged winged creatures that attack.
2 - Come, Follow Me...
Setup as normal. For each treasure placed, randomly place up to 3 Fishers in contact with that treasure. The total amount of Fishers on the board may never exceed the number of models in the largest warband.
Special RulesTreasures are picked up and moved off the board as normal. However, when a model picks up a treasure it realizes the object is impossibly ancient and festooned with hideous characters and must make an immediate Will check. If this check is passed, the model is fine. If failed, make a note and after this scenario ends, the model suffers the Psychological Scars injury. Chronomancers and Chronomancer Apprentices are unaffected.
After each treasure is picked up, do not roll on the Random Encounters table. Instead, a Fisher appears on the board like any other creature. Remember that the total amount of Fishers on the board may never exceed the number of models in the largest warband.
Fisher From OutsideMFSAWHNotes6+1+010+04Chameleonic, Flying
If a Reveal Invisible spell is cast within 24” of any Fisher, its Chameleonic ability is removed for the remainder of the scenario.
Treasure & Experience
Treasure and Experience are gained as normal