loader image

The Crann Bethadh

Crann Betadh-dab5cc36

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

A gigantic tree suffused with life magic rises from the centre of this dense jungle, with a runic pattern for yards around it, a clear mystic seal to those who understand it. An inscription in an ancient tongue of the sylvaneth, in waystones surrounding the glade, reads: “He poured his life’s blood like that from a cup, so that evil is contained.” It is meant to keep something beneath it locked away, perhaps some daemon or evil spirit. No ruins are present for miles around. Once in a while, terrible shrieks can be heard for miles around, otherworldly laments that cause living creatures to cover their ears in despair.

Ancient slumbering sylvaneth spirits, more tree than humanoid, will rise to attack unwary travellers that trespass into this place… Some of these are tall as a tower, their bodies twisted into winding branches, slowly crawling across the ground with their roots… and their screams will freeze the lifeblood of any who dare come near the mighty tree. Travellers must be swift and quick of mind, not only to evade these guardians, but also so they don’t become lost in the many shadow paths that dot the grove.

Crann Betadh-dab5cc36

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

Rules:

Do not destroy without permission

Soulbound Doom Level: 2

Warcry Twist Rules:

Queens Gate: after players choose who will use the red and blue deployment points, but before fighters are set up, players roll off. The winner can choose to swap the positions of the deployments points of 2 of their battle groups w each other.

Never go Alone: at the end of each battle round, roll a die for the fighter who is farthest from the center of the battlefield. On a 1-3 that fighter is taken down. If more than one fighter is tied for the distance, roll off to decide which.

Realm Rules:

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

Oak of the Ancient Seal: Must be a large scenery piece placed at the centre of the table, and counts as an objective.

Ancient Tree-Spirit: A terrain piece representing a half-awakened tree. At the end of each movement phase the player whose turn it is must move the Ancient Tree-Spirit up to 3D6” anywhere within 18″ of the Oak of the Ancient Seal. 

Shriek of Despair: At the end of each combat phase all units friend and foe wholly within 18″ of the Ancient Tree-Spirit suffer D3+1 mortal wounds. These wounds do not count towards battleshock.

Queens Gate: Terrain pieces representing ancient sylvaneth gates. At the start of the movement phase a single unit within 6″ of a Queens Gate may choose to teleport. If it does so, remove this unit from the battlefield and set it up anywhere on the battlefield more than 9″ from any enemy units. Roll a D6 on a 1 the unit suffers D3 mortal wounds.

Rules:

Do not destroy without permission

Soulbound Doom Level: 2

Warcry Twists:

Queens Gate: after players choose who will use the red and blue deployment points, but before fighters are set up, players roll off. The winner can choose to swap the positions of the deployments points of 2 of their battle groups w each other.

Never go Alone: at the end of each battle round, roll a die for the fighter who is farthest from the center of the battlefield. On a 1-3 that fighter is taken down. If more than one fighter is tied for the distance, roll off to decide which.

Region of War Rules:

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

Oak of the Ancient Seal: Must be a large scenery piece placed at the centre of the table, and counts as an objective.

Ancient Tree-Spirit: A terrain piece representing a half-awakened tree. At the end of each movement phase the player whose turn it is must move the Ancient Tree-Spirit up to 3D6” anywhere within 18″ of the Oak of the Ancient Seal. 

Shriek of Despair: At the end of each combat phase all units friend and foe wholly within 18″ of the Ancient Tree-Spirit suffer D3+1 mortal wounds. These wounds do not count towards battleshock.

Queens Gate: Terrain pieces representing ancient sylvaneth gates. At the start of the movement phase a single unit within 6″ of a Queens Gate may choose to teleport. If it does so, remove this unit from the battlefield and set it up anywhere on the battlefield more than 9″ from any enemy units. Roll a D6 on a 1 the unit suffers D3 mortal wounds.

More from Ghur

Have you interacted with the location? Go ahead tell us!

Subscribe
Notify of
guest

1 Comment
Oldest
Newest Most Voted
Inline Feedbacks
View all comments
Reiteration6
2 years ago

The Briarbrood Branchwych and her sisters stumble upon the ancient tree in its circle of waystones, and the matriarch is just about to enter the ring when she is halted by one of those who watch over this place…

Briars & Their Betters: The Great Weave

Last edited 2 years ago by Reiteration6