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Jewel Lake

Jewel Lake-0fbdc069

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

This valley lake seemingly has a gleaming stone crystal at its centre, beckoning those ashore to swim to it. Sometimes, corpses of aquatic creatures and occasionally some land animals can be seen floating in the centre of the lake, drifting silently with their bellies upward. It’s actually the capstone of a hollow spire, belonging to a temple long since sunken under its waters. Exploring it requires magic or suitable contraptions to breathe underwater, to reach some of the chambers still with air pockets.

The capstone itself resists theft due to having stored tremendous amounts of electricity over the centuries, and discharges it whenever someone draws near it. 

Jewel Lake-0fbdc069

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

Rules:

Do not destroy without permission

Soulbound Doom Level: 4

Warcry Twist Rules:

Drenched Surroundings: no ability or attack action can be used to target an enemy fighter more than 6″ away this battle. In addition, when a fighter climbs, count each 1″ of vertical movement as 2″ instead.

Arcane Inscriptions: all fighters can use the following ability.
[Double] Read Inscriptions: a fighter must be within 1″ of a wall to use this ability. Roll a die: on a 5-6 you receive one wild die which can be used in the Hero Phase of the next round.

Realm Rules:

Wild Lightning: In each of their Hero phases, the player whose turn it is can pick up to three enemy units that can fly, and roll a dice for each. For each roll of a 6, the unit being rolled for suffers D3 mortal wounds.

Still Jewel Waters. The majority of the battlefield should be the waters of the lake. 

Paddlin’ Out: Models on the water cannot run, and reduce their charge distance by half (rounding up).

Rules:

Do not destroy without permission

Soulbound Doom Level: 4

Warcry Twists:

Drenched Surroundings: no ability or attack action can be used to target an enemy fighter more than 6″ away this battle. In addition, when a fighter climbs, count each 1″ of vertical movement as 2″ instead.

Arcane Inscriptions: all fighters can use the following ability.
[Double] Read Inscriptions: a fighter must be within 1″ of a wall to use this ability. Roll a die: on a 5-6 you receive one wild die which can be used in the Hero Phase of the next round.

Region of War Rules:

Wild Lightning: In each of their Hero phases, the player whose turn it is can pick up to three enemy units that can fly, and roll a dice for each. For each roll of a 6, the unit being rolled for suffers D3 mortal wounds.

Still Jewel Waters. The majority of the battlefield should be the waters of the lake. 

Paddlin’ Out: Models on the water cannot run, and reduce their charge distance by half (rounding up).

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