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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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GorksPokinFinger
1 year ago

The Iron Bloods are drawn to Jewel Lake by the allure of the shine of the water. The Khornite warriors intend to investigate for possible resources, but instead find something better: a fight! Lost Ironjawz of Da Choppas stumble towards the lake, attracted like bugs to the “shininess” emanating from the lake. Their bashas bloody from recently bashing the local fauna, the orruks were eager for battle. But so too were the Iron Bloods, desperate for a real challenge outside the Ghurish wildlife they mercilessly butchered and scavenged for arms and armour. Khrone’s scribe Larissa Melborn is forced to write another chapter in her own blood, slowly losing her sanity to the Blood God’s will. When Hysh sets in the distance, Jewel Lake is stained with orruk blood. A victory for the Blood God’s followers, but not one without loss. The Iron Bloods collectively decide to break camp and press on deeper into the Dell to continue their search for Celstite.
John Alfonso Iadevaia on Instagram: “WIP on the latest batch of bash in’ Brutes for my Ironjawz @animositycampaigns @warhammerofficial #ironjawz #paintingwarhammer #ageofsigmar”

Last edited 1 year ago by GorksPokinFinger
kezafiya8
1 year ago

Captain Tana Twicesworn and her Emissaries of Forgelight reach Jewel Lake amongst the first explorations of the Dell, but are slow to report their efforts back.

The Emissaries’ reports indicate that within the submerged spire at the center of the lake are samples of the fabled Amber Blood sought by Sorrah Nikos. Recovery efforts are made and the material is turned over to the Magister at Civilia, however, during these efforts, Tana Twicesworn went missing, last seen being pulled deeper into the lake by what seemed to be a shadowy tendril…

Command fell to Decuriarch Jacques Leloup, who struggled to retain unity amongst the Emissaries and direct their efforts, but for the moment, the warband remains together and hidden amongst the wood surrounding Jewel Lake, venturing out cautiously until they can determine the fate of their captain…