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The Black Pits

The Black Pits-e3c45186

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

In this deep high-canopy jungle, the ground gives way to large cavernous hollows underneath the roots, big enough to contain entire villages, the swampwater draining slowly into them and down dark paths down the earth. Strange mushrooms and moss grow down all along the columns and stalactites, glowing green and exuding a mystical aura. Mist and shadows cling to the corners down here, and the mind strains to see clearly, leading some to suspect that Ulgu might be leaking into this space.

And it gets worse. Surviving scouts tell of strange metaliths slowly stalking the caverns, their very shadows catching those caught underneath and sending them elsewhere in this horrible maze… a curious property indeed. And they speak of a daemonic presence, a huge eye that peers of out of the darkness and seeks to consume their souls, capable of blinking in and out of existence.

The Black Pits-e3c45186

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

Rules:

Do not destroy without permission
Soulbound Doom Level: 8

Warcry Twist Rules:

Creature in the Dark: No ability or attack action can be used to target an enemy fighter more than 6” away this battle.

In addition, at the start of the combat phase, the player with the initiative can pick 1 enemy fighter more than 6” away from all other fighters and roll a die. On a 6, that fighter is taken down. On a 1-6, their opponent gets to pick an enemy fighter 6” away from all fighters and roll a die. On a 6 that fighter is taken down. On a 1-5, the sequence ends.

Realm Rules:

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

Greengrowth Pillar: If a unit is within 1” of a Pillar at the end of any movement phase, roll a D6 on a roll of 5+ the unit heals back D3 wounds. Models lost may be returned to this unit.

Black Pit: This is a floating metalith terrain piece, and the shadow underneath it is what snatches units. This should an objective. At the end of each movement phase if any units (friend and foe) are under the Black Pit, the units suffer a Mortal Wound. Roll a D6 for each unit (friend and foe), on a roll of 3+ the unit is teleported anywhere on the board more than 12″ from the Black Pit, and more than 3″ from enemy units. Roll a die: on a 1-3 it is the player that does not control the unit is the one who choose where the units is placed, on a 4+ the unit’s controller places it. Then the player whose turn it is moves the Black Pit 12” in any direction: it must end at least 1” away from another unit or terrain piece.

The Eye of Tzeentch: Impassable terrain piece roughly 6” wide. Before each battleshock phase, each player rolls a D6, the one with the highest total controls The Eye. The controller must remove The Eye of Tzeentch from the battlefield and place it within 3″ of an enemy unit. All units within 6″, friend and foe, suffer D3+1 Mortal Wounds.

Rules:

Do not destroy without permission
Soulbound Doom Level: 8

Warcry Twists:

Creature in the Dark: No ability or attack action can be used to target an enemy fighter more than 6” away this battle.

In addition, at the start of the combat phase, the player with the initiative can pick 1 enemy fighter more than 6” away from all other fighters and roll a die. On a 6, that fighter is taken down. On a 1-6, their opponent gets to pick an enemy fighter 6” away from all fighters and roll a die. On a 6 that fighter is taken down. On a 1-5, the sequence ends.

Region of War Rules:

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

Greengrowth Pillar: If a unit is within 1” of a Pillar at the end of any movement phase, roll a D6 on a roll of 5+ the unit heals back D3 wounds. Models lost may be returned to this unit.

Black Pit: This is a floating metalith terrain piece, and the shadow underneath it is what snatches units. This should an objective. At the end of each movement phase if any units (friend and foe) are under the Black Pit, the units suffer a Mortal Wound. Roll a D6 for each unit (friend and foe), on a roll of 3+ the unit is teleported anywhere on the board more than 12″ from the Black Pit, and more than 3″ from enemy units. Roll a die: on a 1-3 it is the player that does not control the unit is the one who choose where the units is placed, on a 4+ the unit’s controller places it. Then the player whose turn it is moves the Black Pit 12” in any direction: it must end at least 1” away from another unit or terrain piece.

The Eye of Tzeentch: Impassable terrain piece roughly 6” wide. Before each battleshock phase, each player rolls a D6, the one with the highest total controls The Eye. The controller must remove The Eye of Tzeentch from the battlefield and place it within 3″ of an enemy unit. All units within 6″, friend and foe, suffer D3+1 Mortal Wounds.

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Reiteration6
1 year ago

Badly shaken from her experience under the Shattered Temple, the Briarbrood Branchwych nonetheless leads her sisters ever onwards, towards whatever horrors fate has in store for them next.

Briars in Darkness: The Great Weave

Reiteration6
1 year ago

Renewed by battle and sensing destiny at work, the Briarbrood Branchwych delves into a newly opened crevasse, leading her sisters onwards to whatever fate awaits them. In so doing, she discovers an awful truth and announces her intention to set things right… if only she will be permitted to do so.

Briars in the Chasm: The Great Weave