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Ironsalt Village

digitalkeegan_The_ruins_of_a_village_ringed_in_a_channel_lined__9b3e64ab-ed6c-4935-92ab-76d7176f2cc0-44551fa4

Submitted by:

The Weaver

The ruins of a village, ringed in a channel lined in rock salt with iron inlaid into it. The kind used to lay a protective ward from daemons and Chaos corruption, but this one dug purposefully and made to last. Even tectonic upheavals, it seems, though this one is twisted and bent in places (but not broken). Several huts in the village have tainted chaos knick-knacks in them, detectable by diviners and magic-sniffers for miles around.


One source in particular registers a very powerful presence, a daemon lord of some sort, possibly bound somewhere. The whole place seems shrouded in mystery, and suspiciously empty.

digitalkeegan_The_ruins_of_a_village_ringed_in_a_channel_lined__9b3e64ab-ed6c-4935-92ab-76d7176f2cc0-44551fa4

Submitted by:

The Weaver

Rules:

Do not destroy without permission
Soulbound Doom Level: 5

Warcry Twist Rules:

Daemonic Presence: In each hero phase, when a player is choosing to use wild dice, they can choose to draw upon the daemonic power if their leader is on the battlefield. To do so, roll a die and add the current battle round to the score. If the score is less than 7, you gain 1 additional wild die. If the score is 7 or more, that player’s leader surfers 2D6 damage and for the rest of the battle players can no longer draw on the daemonic power.

Realm Rules:

Thondia Mysterious Terrain

The flora of Ghur is no less aggressive than the fauna. Carnivorous plants abound, and can grow to devour even an adult human whole. The more cunning species, like the Gnarloak, are adept at faking a dormant or even dead state before preying on any who stray close with gnashing wooden maws and sharp, impaling branches.

When you roll on the Mysterious Terrain table, use the Thondia Mysterious Terrain table below instead of the one in the core rules.

Thondia Mysterious Terrain Table:
D6 Scenery Rule
1 Surprisingly Ordinary: Roll again and look up the result on the Mysterious Terrain table in section 28.1.3 of the core rules.
2 Thrashing Gnarloak Roots: Each time a unit is set up or finishes a normal move, run, retreat or charge move within 1 of any terrain features with this rule, roll a dice. On a 1, that unit suffers D3 mortal wounds
3 Itcher Moss: Each time a unit is set up or finishes a normal move, run, retreat or charge more within I of any terrain features with this rule, roll a dice. On a 1, that unit is infested with Itcher Moss For the rest of the battle, add 1 to charge rolls for that unit and add 1 to hit rolls for attacks made with melee weapons by that unit, but subtract from casting, dispelling and unbinding rolls for that unit subtract 1 from save rolls for attacks that target that unit, and subtract 1 from hit rolls for attacks made with missile weapons by that unit. A unit cannot be infested with Itcher Moss more than once.
4 Barbed Snifferweed Spheres: In your shooting phase, you can roll a dice for each terrain feature with this scenery rule. On a 6, you can pick 1 enemy unit within 20 of that terrain feature That enemy unit suffers D3 mortal wounds
5 Ghurish Realmstone Deposit: While they are wholly within 5 of any terrain features with this rule. units are filled with bestial fury. Add 1 to charge rolls for those units and add 1 to hit rolls for attacks made with melee weapons by those units, but subtract 1 from casting, dispelling and unbinding rolls for those units, subtract 1 from save rolls for attacks that target those units, and subtract 1 from hit rolls for attacks made with missile weapons by those units.
6 Wellspring of Primordial Energy: While they are within 3 of any terrain features with this rule. WIZARDS know the Wildform spell and can attempt to cast it in addition to any other spells they can attempt to cast. Wildform is a spell with a casting value of 5 and a range of 12. If successfully cast. pick a friendly unit within range and visible to the caster. Add 2 to charge rolls and run rolls made for the unit you picked until your next hero phase

Rules:

Do not destroy without permission
Soulbound Doom Level: 5

Warcry Twists:

Daemonic Presence: In each hero phase, when a player is choosing to use wild dice, they can choose to draw upon the daemonic power if their leader is on the battlefield. To do so, roll a die and add the current battle round to the score. If the score is less than 7, you gain 1 additional wild die. If the score is 7 or more, that player’s leader surfers 2D6 damage and for the rest of the battle players can no longer draw on the daemonic power.

Region of War Rules:

Thondia Mysterious Terrain

The flora of Ghur is no less aggressive than the fauna. Carnivorous plants abound, and can grow to devour even an adult human whole. The more cunning species, like the Gnarloak, are adept at faking a dormant or even dead state before preying on any who stray close with gnashing wooden maws and sharp, impaling branches.

When you roll on the Mysterious Terrain table, use the Thondia Mysterious Terrain table below instead of the one in the core rules.

Thondia Mysterious Terrain Table:
D6 Scenery Rule
1 Surprisingly Ordinary: Roll again and look up the result on the Mysterious Terrain table in section 28.1.3 of the core rules.
2 Thrashing Gnarloak Roots: Each time a unit is set up or finishes a normal move, run, retreat or charge move within 1 of any terrain features with this rule, roll a dice. On a 1, that unit suffers D3 mortal wounds
3 Itcher Moss: Each time a unit is set up or finishes a normal move, run, retreat or charge more within I of any terrain features with this rule, roll a dice. On a 1, that unit is infested with Itcher Moss For the rest of the battle, add 1 to charge rolls for that unit and add 1 to hit rolls for attacks made with melee weapons by that unit, but subtract from casting, dispelling and unbinding rolls for that unit subtract 1 from save rolls for attacks that target that unit, and subtract 1 from hit rolls for attacks made with missile weapons by that unit. A unit cannot be infested with Itcher Moss more than once.
4 Barbed Snifferweed Spheres: In your shooting phase, you can roll a dice for each terrain feature with this scenery rule. On a 6, you can pick 1 enemy unit within 20 of that terrain feature That enemy unit suffers D3 mortal wounds
5 Ghurish Realmstone Deposit: While they are wholly within 5 of any terrain features with this rule. units are filled with bestial fury. Add 1 to charge rolls for those units and add 1 to hit rolls for attacks made with melee weapons by those units, but subtract 1 from casting, dispelling and unbinding rolls for those units, subtract 1 from save rolls for attacks that target those units, and subtract 1 from hit rolls for attacks made with missile weapons by those units.
6 Wellspring of Primordial Energy: While they are within 3 of any terrain features with this rule. WIZARDS know the Wildform spell and can attempt to cast it in addition to any other spells they can attempt to cast. Wildform is a spell with a casting value of 5 and a range of 12. If successfully cast. pick a friendly unit within range and visible to the caster. Add 2 to charge rolls and run rolls made for the unit you picked until your next hero phase

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Burning Templar
1 year ago

After a long, arduous trek and deadly ambushes laid by the Xarlanthian Seraphon and their wanderer allies (Warcry Templar defeat), a heavily injured Templar Captain Areshtur and the remnants of his warriors and their Shaman arrived at the Ironsalt village. They searched the village from top to bottom for information and artifacts, and finally, the Shaman began the ritual to commune with the demonic entity, as the Archprophetess had ordered.