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Passage Fen

Passage Fen-fd675e39

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

A series of minor rivers flow into the Furyoth Dell via this wide valley, coalescing into a mucky jungle of stillwater and mud, spreading for several miles. Clouds of fumes and misty fog rise from the fen and hover above it at all times, resulting in a obscured land, difficult to survey even by air. Despite being an obvious open path for every traveller into this lost land, the fact is not lost in the flora and fauna themselves, who enjoy sitting in wait for unsuspecting prey to cross their pass as they go into the Dell. Many monsters lie in wait in the trees and waters of this vast swamp, so extreme care has been advised by all scouts.

This has, of course, not stopped any of the aspiring warriors and savage-minded fighters who are making it into the region, seeing this as the perfect opportunity to hone their skills and earn themselves some trophies…. Maybe even break a few monsters to tame as mounts.

Passage Fen-fd675e39

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

Rules:

Do not destroy without permission
Soulbound Doom Level: 6

Warcry Twist Rules:

Apex Predator. Players roll off. The winner sets up 1 chaotic beast on the battlefield, of any points cost. It can be set up anywhere on the battlefield more than 5″ away from any other fighters. In addition, if the chaotic beast set up has a wounds characteristic of less than 30, increase it to 30 for the duration of this battle.

Swampland. Subtract 1 from the Move characteristic of move actions on the battlefield floor.

Realm Rules:

Territory of Beasts: Just before territories are decided, players roll off. The winner can set one MONSTER within 3” of the center of the battlefield. This is referred to as the monstrous denizen. Any MONSTER from any faction can be chosen. If the MONSTER is a mount, then it does not have a rider: ignore all rules that refer to the rider and use only those that apply to the mount. If there is uncertainty about any of them, roll off to decide.
Then the other player also places a monstrous denizen, following the same rules, more than 3” from the other monstrous denizen.

At the start of each battle round, before determining priority, players roll off. The winner treats the monstrous denizen as a unit in their army for the duration of that battle round, and their opponent treats it as an enemy unit. The other player in turn controls the other monstrous denizen. The monstrous denizen’s commanding player can choose to attack it, but if they do then immediately they treat it as an enemy unit until the end of the battle round, and their opponent treats it as a unit in their army. The monstrous denizen cannot attack itself.

Swampland: several terrain pieces should be scattered covering a lot of the table. Each is Deadly terrain.

Rules:

Do not destroy without permission
Soulbound Doom Level: 6

Warcry Twists:

Apex Predator. Players roll off. The winner sets up 1 chaotic beast on the battlefield, of any points cost. It can be set up anywhere on the battlefield more than 5″ away from any other fighters. In addition, if the chaotic beast set up has a wounds characteristic of less than 30, increase it to 30 for the duration of this battle.

Swampland. Subtract 1 from the Move characteristic of move actions on the battlefield floor.

Region of War Rules:

Territory of Beasts: Just before territories are decided, players roll off. The winner can set one MONSTER within 3” of the center of the battlefield. This is referred to as the monstrous denizen. Any MONSTER from any faction can be chosen. If the MONSTER is a mount, then it does not have a rider: ignore all rules that refer to the rider and use only those that apply to the mount. If there is uncertainty about any of them, roll off to decide.
Then the other player also places a monstrous denizen, following the same rules, more than 3” from the other monstrous denizen.

At the start of each battle round, before determining priority, players roll off. The winner treats the monstrous denizen as a unit in their army for the duration of that battle round, and their opponent treats it as an enemy unit. The other player in turn controls the other monstrous denizen. The monstrous denizen’s commanding player can choose to attack it, but if they do then immediately they treat it as an enemy unit until the end of the battle round, and their opponent treats it as a unit in their army. The monstrous denizen cannot attack itself.

Swampland: several terrain pieces should be scattered covering a lot of the table. Each is Deadly terrain.

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GorksPokinFinger
1 year ago

The Iron Bloods press further into the Furyoth Dell and reach the Passage Fen. Here predators and the land stalk the Khornate warband as if Ghur has eyes on them. Khardhir scribe Larissa Melborn describes what she has observed during her time in captivity and the progress the Khornite warriors make in their quest for Xarlanth and the Celestite they seek.
https://thegreatweave.com/khornes-scribe/

Last edited 1 year ago by GorksPokinFinger
Burning Templar
1 year ago

After stalking elusive beings for information and being attacked by the Seraphon’s Wanderer minions, the Archprophetess leads the Templar warband deeper into the Dell.

https://thegreatweave.com/encircled/
(Warcry game played, minor Templar victory)