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The Gardenwell

The Gardenwell-f21426b7

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

This miles-wide, ridge-rimmed basin is filled to the brim with all manner of exotic flora unseen elsewhere in the Dell. Rumour across Rondhol has it that, even before the Dell resurfaced, an uber-gargant fell here from the heavens while climbing an endless vine-wile, to steal a spark of Hyish to light the gloaming heart of his grieving mother.

Legends of the Gardenwell, lost among larger Rondhol, have told of wonders of Hyish growing where he fell, creatures and flowers of light and beauty. Even that the treasure the gargant stole is still down there with him. And perhaps even a way to climb to Hyish as well.

The Gardenwell-f21426b7

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

Rules:

Do not destroy without permission
Soulbound Doom Level: 2

Warcry Twist Rules:

Rampaging Beasts: at the start of each battle round, before the Hero Phase, players roll off. The winner can place any number of chaotic beast models worth up to 200 points on the battlefield. Chaotic Beasts set up in the same round must all share the same combination of runemarks, and must be placed within 1″ of a terrain feature, within 3″ from another chaotic beast in their group and more than 5″ from any fighters from either warband. Then their opponent choose and places a chaotic beast model in the same manner, and they alternate until all chaotic beast models are placed.

Light of Inspiration: each time a player uses an ability, they must roll a die. If the score is equal to or greater than the value of the ability, no ability dice are spent but the ability is still varied out.

Realm Rules:

Monstrous Denizen: 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.

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 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.

Site of Power: This is a terrain feature (preferably a suitably grand and imposing one) as close as possible to the centre of the battlefield. This terrain feature has the Nexus of Power scenery rule (see below) in addition to any other scenery rules it may have.

Nexus of Power: Add 1 to casting and unbinding rolls for WIZARDS while they are within 1“ of this terrain feature, and add 1 to prayer rolls for PRIESTS while they are within 1“ of this terrain feature. In addition, add 2 to the Bravery characteristic of units while they are within 6″ of this terrain feature.

Rules:

Do not destroy without permission
Soulbound Doom Level: 2

Warcry Twists:

Rampaging Beasts: at the start of each battle round, before the Hero Phase, players roll off. The winner can place any number of chaotic beast models worth up to 200 points on the battlefield. Chaotic Beasts set up in the same round must all share the same combination of runemarks, and must be placed within 1″ of a terrain feature, within 3″ from another chaotic beast in their group and more than 5″ from any fighters from either warband. Then their opponent choose and places a chaotic beast model in the same manner, and they alternate until all chaotic beast models are placed.

Light of Inspiration: each time a player uses an ability, they must roll a die. If the score is equal to or greater than the value of the ability, no ability dice are spent but the ability is still varied out.

Region of War Rules:

Monstrous Denizen: 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.

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 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.

Site of Power: This is a terrain feature (preferably a suitably grand and imposing one) as close as possible to the centre of the battlefield. This terrain feature has the Nexus of Power scenery rule (see below) in addition to any other scenery rules it may have.

Nexus of Power: Add 1 to casting and unbinding rolls for WIZARDS while they are within 1“ of this terrain feature, and add 1 to prayer rolls for PRIESTS while they are within 1“ of this terrain feature. In addition, add 2 to the Bravery characteristic of units while they are within 6″ of this terrain feature.

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2 years ago

Exhausted, dispirited, and lost, the Iron Bloods assess their journey in the Furyoth Dell. Lord Varon must reinvigorate his warriors and suggests a wild idea to deduce the location of Xarlanth. Meanwhile Varon and Irox observe Larisa Melborn’s slow fall into Khorne’s hands. Yet something else threatens to seize the scribe’s will and sanity. https://thegreatweave.com/stoking-the-blood-stalk/