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Temple of the Deep

Temple of the Deep-fda9b24a

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

These ruins are half buried into the mountainside, still affected by much of the tectonic upheavals that hit the Dell for all these past centuries. Past the slanted entrances and broken masonry, rich with submarine symbols, opens a very deep temple with a large vaulted ceiling at least a mile wide, held by a forest of pillars, half flooded at the bottom with many areas requiring a raft or boat to traverse. Several large canals running all across have formed around the statues and roofs of smaller temple buildings, and the deep rooms are all flooded except for some air pockets in the few vaulted rooms. A tense power still is held in this place, as if a divine presence has taken notice of the entrance of trespassers here.

Temple of the Deep-fda9b24a

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

Rules:

Do not destroy without permission

Soulbound Doom Level: 7

Warcry Twist Rules:

Hidden Lurkers: place canals around the edges of the battlefield. At the end of each battle round,  roll a die for each fighter within 6″ of a battlefield edge. On a 1-2 that fighter is taken down.

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:

(Rules based on Holy Havoc, Holy Wars, by Steve Herner)

The Gaze of Sigmar: The God King Sigmar keeps a watchful eye over his temple. This means there are traps everywhere. At the end of a player’s movement phase, they must roll a D6. On a roll of 4-6 select one enemy unit, they suffer D3+1 mortal wounds. On a roll of 1-3 your opponent selects one of your units instead. These wounds do not count towards battleshock.

Sewer: place 6 sewer markers, at least 12” away from each other. At the start of your movement phase a unit (Monster, Behemoth, Warmachine, and Mounted units are not allowed) wholly within 6″ of a sewer may be removed from the board and placed within 6″ of another sewer on the board, this counts as their move for that phase. This unit can be placed into combat. 

Flooded Canals: Deadly. Additionally, at the end of each battle round after battleshock is resolved, all units within 3″ the Canals must roll a die. On a 1, that unit suffers D3+1 mortal Wounds. Measure horizontally, do not measure vertical distance.

Rules:

Do not destroy without permission

Soulbound Doom Level: 7

Warcry Twists:

Hidden Lurkers: place canals around the edges of the battlefield. At the end of each battle round,  roll a die for each fighter within 6″ of a battlefield edge. On a 1-2 that fighter is taken down.

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:

(Rules based on Holy Havoc, Holy Wars, by Steve Herner)

The Gaze of Sigmar: The God King Sigmar keeps a watchful eye over his temple. This means there are traps everywhere. At the end of a player’s movement phase, they must roll a D6. On a roll of 4-6 select one enemy unit, they suffer D3+1 mortal wounds. On a roll of 1-3 your opponent selects one of your units instead. These wounds do not count towards battleshock.

Sewer: place 6 sewer markers, at least 12” away from each other. At the start of your movement phase a unit (Monster, Behemoth, Warmachine, and Mounted units are not allowed) wholly within 6″ of a sewer may be removed from the board and placed within 6″ of another sewer on the board, this counts as their move for that phase. This unit can be placed into combat. 

Flooded Canals: Deadly. Additionally, at the end of each battle round after battleshock is resolved, all units within 3″ the Canals must roll a die. On a 1, that unit suffers D3+1 mortal Wounds. Measure horizontally, do not measure vertical distance.

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Kyleja97
1 year ago

The steel fangs smashed through an Ogor Maw tribe and orruk war clan guarding the outside of the temple grounds before stopping to repair their damaged weapons and armour before they set off to finish their holy crusade against the forces of destruction led by the da choppas.

(the steel fangs will stay here)

Zim
Zim
1 year ago

Intro

Durbok eyes the Slag Haulers warily, wondering if the amber blood bore any relation to that stuff he and his krew found at the temple. He didn’t like the look of those knights, seeing a couple of them were aelves and humies and….orruks? Dis wasn’t right. He was about to turn to Dethmuttera and suggest they find another route when he heard an awful shriek. A giant blur of fur, wings and claws crashed into one of the slag haulers. Several of the knights attacked the giant bat. While several fell, crushed by it’s claws, they managed to drive it away…and directly towards Durbok and his orruks.

“Oh bother”

Aftermath

Durbok limped away, looking behind him. Most of his boyz survived. It had been a nasty fight, and they weren’t able to fight both the monster and the knights. Dethmuttera had cast some spell, amplifying the rage of the dying monster and turning its attention back to those odd knights. He said the effect would be temporary but should give them enough time to escape. The only route was deeper into the crevasse, though.

Warcry solo game. Ironjawz on one side vs Terrorgheist and Graveguard representing our monster and knights. Narrow victory to the knights.