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Cross the Water

The fires of war rage unendingly across the Slidecrown Isle. Those bent on scouring it clean topple ancient jadebarks and put resistance forces to the slaughter. Island denizens string up the bodies of their foes to feed the life-giving copses. Under cover of furious fighting, mercenaries dig through earth sodden with Aqua Ghyranis to find treasures of a civilisation long lost to time...

Game Master Notes

This Quest is connected to Stage Two of The Slidecrown Sundering. If you’re wanting to contribute to this Quest, please be sure to look over the Campaign.

When commenting, be sure to explicitly confirm which team you’re submitting on behalf. Rogues, remember, you can only support one of the other two teams for each Stage – and so can only support one for each Quest.

- The Weaver -

Custom Submissions

This Campaign requires us to use secret submissions – so you never know which team has the most points.

Because of this, this Quest exists to provide context for the current Stage, and the Comments section below can be used to show others what you’ve been doing!

In order to submit to the campaign and gain your Team points, use this form:

 

The trees of the Slidecrown Isle were vast. Their massive roots drank deep of the waters at the isle’s heart, suffusing them with life-giving Aqua Ghyranis. They were life without limit and as old as the land itself. This ancient forest formed a verdant canopy that scraped low-hanging clouds within Ghyran’s realmsphere, creating a fecund and humid battlefield ill-suited to the fierce fighting upon its surface.

The Preservers bent this emerald blanket to their advantage. Those seeking to tear down the forest from its edges were drawn further in, some lured by the promise of ancient treasure and others simply goaded into combat. Within the maze of trees, Obliterator armies were separated, led away, and stranded. Reduced to disparate warbands, the fires and blades they brought against the trees were quickly extinguished by the forest’s protectors.

Those Rogues that had sold their services to the Protectors were not to be dismissed, either. The most dedicated of the forest’s guardians offered Rogues the bounties of ancient Kurnothi treasures they had found, prizing the island’s conservation over making enemies of these mercenaries as well. Equipped with a wealth of verdant trinkets, the Rogues set their traps and launched their offensives with enthusiasm, giving the Preservers the edge in their fight against the oncoming enemy.

 

With a Preserver win, those within this coalition are entitled to select or roll on the Armoury table. Those Rogues that committed their results to the Preservers are entitled to select or roll on the Rogues’ Armoury table. These are available for Age of Sigmar or Warcry. These can be found on Page 14 of White Dwarf 494 and in the Rewards section of the Traverse the Forests Quest.

 

As the armies move their bitter fighting further inland, many now arrive at the isle’s lakes. These natural reservoirs of Aqua Ghyranis have coalesced around the artefact at their core yet are of impossible value themselves, capable of cultivating boundless life and extending the vitality of mortal beings.

Whatever their motivation, each Preserver wishes to keep these lakes intact. The Obliterators will seek to drain away this resource at all costs, leaving the isle lifeless and barren. Though the Rogues may seek to dam a portion of water for their own use, such a cost may be worth it to push back the oncoming enemy.

It is of the utmost importance for Preservers to guard the lakes.
It is of the utmost importance for Obliterators to drain the lake


Age of Sigmar Battlepack:

For those playing Age of Sigmar Games, we recommend playing with the Battlepack found in White Dwarf 494!

Rewards

Throughout the campaign you will gain access to an abundance of relics for both Warcry and Path to Glory. The Team that accrues the most points for each Quest will win that stage, and move the Withervane closer towards their goal. Rogues who support the winning team will win Relics unique to Rogues.

(Confused about points? be sure to check out the campaign page)

Winners’ Armoury Table

D6 Artefact of Power Effect
1 Aqua Ghyranis Philtre: This glistening phial shines like opal in the sun. Those that drink its water claim to feel freshly invigorated and hale.

AoS: Once per battle, at the start of any phase, you can say the bearer will drink the phial. If you do so, you can heal up to D3 wounds allocated to the bearer. In addition, until the end of the phase, the bearer has a ward of 6+.

Warcry: Once per battle, the bearer can use this artefact as a bonus action. If they do so, roll a dice and remove a number of damage points allocated to them equal to the roll. In addition, until the end of the battle, add 1 to their Toughness characteristic.

2 Crystalised Aqua Ghyranis: This hardened stone has formed at the bottom of a whirlpool of life-giving water. It toughens the body of the wearer and protects against harm.

AoS: The bearer has a ward of 6+. In addition, each time a ward roll of 6 is made for the bearer, you can heal 1 wound allocated to the bearer.

Warcry: Subtract 1 from the damage points allocated by each hit and critical hit from attack actions that target the bearer. In addition, each time the bearer activates, you can remove 1 damage point allocated to them.

3 Poolstone Armour: This relic from the Age of Myth was crafted by the Slidecrown denizens from stone immersed in aetheric pools.

AoS: Add 1 to save rolls for attacks that target the bearer. In addition, the bearer has a ward of 6+ against mortal wounds.

Warcry: Add 1 to the Toughness characteristic of the bearer. In addition, subtract 1 from the damage points allocated to them by abilities used by enemy fighters.

4 Driftwood Charm: This wooden talisman is inscribed with ancient Kurnothi writing. It glows jade when clutched tightly.

AoS: Once per battle, at the start of your movement phase, you can say the bearer will clutch the Driftwood Charm. If you do so, you can heal up to D3 wounds allocated to the bearer and add 3″ to the Move characteristic of the bearer until the end of the phase.

Warcry: Once per battle, the bearer can use this artefact as a bonus action. If they do so, you can remove 3 damage points allocated to them. Then, the bearer can make a bonus move action:

5 Antlerbone Circlet: This delicate ring is crafted from the antlers of Kurnoth worshippers. Phantasmal herds of animals swirl into being around the wearer.

AoS: The bearer counts as 10 models for the purposes of contesting objectives.

Warcry: The bearer counts as 5 models for the purposes of controlling objectives.

6 Jade Arowana Skewer: These slippery green fish are found in the Slidecrown Lakes. They are supernaturally invigorating, their scales charged with arcane strength.

AoS: Once per battle, at the start of the combat phase, you can say the bearer will consume the Jade Arowana Skewer. If you do so, until the end of the phase, add 1 to the Attacks characteristic of the bearer’s melee weapons. In addition, the strike-first effect applies to the bearer until the end of the phase.

Warcry: Once per battle, the bearer can use this artefact as a bonus action. If they do so add 1 to the Attacks characteristic of melee attack actions made by them until the end of their activation, and the bearer can immediately make a bonus attack action.

 

Rogues’ Armoury Table

D6 Artefact of Power Effect
1 Antlerbone Ring: This delicate ring is crafted from the antlers of Kurnoth worshippers. Wearing it quickens the pulse, echoing a hunting horn at the back of the mind.

AoS: Once per battle round, at the start of either your shooting phase or a combat phase (either yours or your opponent’s), you can say the bearer will mark their quarry. If you do so, pick 1 visible enemy unit. Until the end of the phase, add 1 to wound rolls for attacks made by friendly units that target that enemy unit.

Warcry: Once per battle, the bearer can use this artefact as a bonus action. If they do so, pick a visible enemy fighter within 12″ of them to become hunted. Until the end of the battle round, add 1 to the Strength characteristic of attack actions made by friendly fighters that target that enemy fighter.

2 Sunshot Bow: This vine-woven bow was created by the Kurnothi of the Slidecrown Isle. It creates its own arrows out of light when the bow is drawn.

AoS: At the start of your shooting phase, you can say the bearer will use their Sunshot Bow. If you do so, pick 1 visible enemy unit within 18″ of the bearer and roll a dice. On a 4+, that enemy unit suffers D3 mortal wounds.

Warcry: Once per battle, the bearer can use this artefact as a bonus action. If they do so, pick 1 visible enemy fighter within 18″ and roll a dice. On a 2+, allocate a number of damage points equal to the roll.

3 Sapwater Toxin: A potent mix of Aqua Ghyranis and poisonous lakeside plants, this toxin can spread through any victim at speed when coating the edge of a blade.

AoS: This artefact has 3 charges that can be spent during the battle. At the start of any phase, you can say the bearer will use 1 of the charges. If you do so, until the end of the phase, each time the unmodified hit roll for an attack made by the bearer is 6, the target suffers a number of mortal wounds equal to the Damage characteristic of the weapon being used for the attack and the attack sequence ends.

Warcry: Once per battle, the bearer can use this artefact as a bonus action. If they do so, add 3 to the damage points allocated by each critical hit from melee attack actions made by them until the end of their activation.

4 Captive Cichlid: This many-finned, ancient fish shines with blinding light. It is sealed in a hollowed crystal full of water yet is miraculously somehow alive.

AoS: At the start of your hero phase, roll a dice. On a 1, nothing happens. On a 2-3, you gain a number of command points equal to the roll. On a 4+, you gain 3 command points, and the bearer has a ward of 6+ until the start of your next hero phase.

Warcry: At the start of each battle round, if the bearer is included in your warband and on the battlefield, roll a dice. On a 4+, you gain 1 additional wild dice.

5 Lost Lamentiri: This fist-sized seed pulses with a heartbeat of light. It exudes an aura of profound sorrow that causes the very trees to cradle it tenderly.

AoS: Once per battle, at the start of your hero phase, if the bearer is on the battlefield, you can set up 1 Wyldwood terrain feature wholly within 12″ of the bearer, more than 3″ from all other models, endless spells, invocations, terrain features and objectives.

Warcry: Once per battle, the bearer can use this artefact as a bonus action. If they do so, you can add 1 tree terrain feature to the battlefield. Set it up on the battlefield floor, within 6″ horizontally of this fighter, more than 3″ from all other fighters, terrain features and objectives.

Have you played through this Quest or Rumour?

If you’ve played through or resolved this in any way, be sure to tell us right here on the Quest page, we’d love to know what happened!

Don’t forget, for this Campaign specifically, you need to use the form to gain points for your Team:

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Burning Templar
5 months ago

https://thegreatweave.com/cold-blooded-obstacles/

The Templar force under Templar Champion Escarosht the Ardent exterminate a host of harassing Seraphon.

Burning Templar
4 months ago

https://thegreatweave.com/drops-of-corruption/
Templar forces ambush a mercenary camp aligned with Nurgle, but fail in their attempt to stop them from spreading corruption into the lakes. 

Templar Warcry Defeat.

Burning Templar
4 months ago

A joint Nurglite and Khornate expedition made their way through the forest with equipment to drain the lakes.
During a violent dispute on leadership, the expedition was ambushed by Templar forces and shattered, their vile equipment destroyed.

Templar Warcry Victory