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Mangrel Isle

Submitted by:

Grubbo

King Marrowblade has built up massive fortifications on the Island, from this large Castle he has led multiple crusades into Thondia slaying “beasts”. The forces of both Order & Chaos grew tired of these attacks and armies across Thondia look to retaliate by raiding the Island. King Marrowblade has prepared for this day however setting up forts across the beach

Submitted by:

Grubbo

Rules:

Do not destroy without permission

Soulbound Doom Level:

Warcry Twist Rules:

  1. Eerie Silence: Nothing plagues this battle except the sound of sand stirring over bone. This

    twist has no effect.

  2. Visions of the King: As you step on the corpse-strewn beach of Mangrel Isle, you see not a rotting mass of grotesque flotsam, but as a glorious field of battle in which your cause's justness shall be put to the test. Some of your warriors have fallen under the ghoul-curse's sway. After both warbands are deployed, starting with the attacker, each player picks 1 friendly battle group that is on the battlefield. These are the King's chosen. At the end of each battle round, starting with the player that does not have initiative, each player picks a friendly King's chosen and rolls 1 dice. On a 5+, that fighter can make a bonus move action or a bonus melee attack action. On any other roll, allocate 2 damage points to that fighter.

  3. Hunger of the Dead: The King hosts a glorious feast on the field of battle today. You battle and jest in the tourney, then take up arms against your foes. In truth, you are simply falling to the power of the Flesh-Eater Counts – hungering for the rotten bodies on the beach. After both warbands are deployed, the players roll off. The winner picks our fighter that does not have the Monster runemark. Until the end of the battle, add 5 to the Wounds characteristic of that fighter, subtract 6 from the Toughness characteristic of that fighter (to a minimum of 1), and add 1 to the damage points allocated by each hit and critical hit from melee attack actions made by that fighter. In addition, until the end of the battle, that fighter cannot use abilities.

  4. Infected With Madness: A compatriot has gone mad with ghoul-hunger, and their madness spreads to others. It may pass after the battle, but for now it bleeds into the air and drives those nearby to bloodthirsty fury. After both warbands are deployed, each player picks 1 friendly fighter that is on the battlefield to be blood-mad. Melee attack actions made by a fighter within 3” of a blood-mad fighter score a critical hit on a 5+.

  5. Reign of King Marrowblade: All glory to the King! All praise King Marrowblade! We test our steel in this great tourney, in hopes of appeasing Thondia's Gossamer King! Add 1 to the damage points allocated by each hit and critical hit from melee attack actions.

  6. Royal Hunting Party: The deadly hunger of prowling ghouls cannot be sated on raw flesh forever. Sometimes they wander near to the living, in hopes of ripping out chunks of warm meat from their screaming victim. At the start of the combat phase, starting with the player with the initiative, each player can pick 1 enemy fighter than is more than 3” from all other fighters.Each time a fighter is picked, roll a dice and add 1 to the roll if that fighter is more than 6” from all other fighters. On a 1-5, nothing happens. On a 6+, that fighter is taken down

Realm Rules:

This realmscape feature has no effect on the battle.

Rules:

Do not destroy without permission

Soulbound Doom Level:

Warcry Twists:

  1. Eerie Silence: Nothing plagues this battle except the sound of sand stirring over bone. This

    twist has no effect.

  2. Visions of the King: As you step on the corpse-strewn beach of Mangrel Isle, you see not a rotting mass of grotesque flotsam, but as a glorious field of battle in which your cause's justness shall be put to the test. Some of your warriors have fallen under the ghoul-curse's sway. After both warbands are deployed, starting with the attacker, each player picks 1 friendly battle group that is on the battlefield. These are the King's chosen. At the end of each battle round, starting with the player that does not have initiative, each player picks a friendly King's chosen and rolls 1 dice. On a 5+, that fighter can make a bonus move action or a bonus melee attack action. On any other roll, allocate 2 damage points to that fighter.

  3. Hunger of the Dead: The King hosts a glorious feast on the field of battle today. You battle and jest in the tourney, then take up arms against your foes. In truth, you are simply falling to the power of the Flesh-Eater Counts – hungering for the rotten bodies on the beach. After both warbands are deployed, the players roll off. The winner picks our fighter that does not have the Monster runemark. Until the end of the battle, add 5 to the Wounds characteristic of that fighter, subtract 6 from the Toughness characteristic of that fighter (to a minimum of 1), and add 1 to the damage points allocated by each hit and critical hit from melee attack actions made by that fighter. In addition, until the end of the battle, that fighter cannot use abilities.

  4. Infected With Madness: A compatriot has gone mad with ghoul-hunger, and their madness spreads to others. It may pass after the battle, but for now it bleeds into the air and drives those nearby to bloodthirsty fury. After both warbands are deployed, each player picks 1 friendly fighter that is on the battlefield to be blood-mad. Melee attack actions made by a fighter within 3” of a blood-mad fighter score a critical hit on a 5+.

  5. Reign of King Marrowblade: All glory to the King! All praise King Marrowblade! We test our steel in this great tourney, in hopes of appeasing Thondia's Gossamer King! Add 1 to the damage points allocated by each hit and critical hit from melee attack actions.

  6. Royal Hunting Party: The deadly hunger of prowling ghouls cannot be sated on raw flesh forever. Sometimes they wander near to the living, in hopes of ripping out chunks of warm meat from their screaming victim. At the start of the combat phase, starting with the player with the initiative, each player can pick 1 enemy fighter than is more than 3” from all other fighters.Each time a fighter is picked, roll a dice and add 1 to the roll if that fighter is more than 6” from all other fighters. On a 1-5, nothing happens. On a 6+, that fighter is taken down

Region of War Rules:

This realmscape feature has no effect on the battle.

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