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The Shattered Temple

Shattered Temple 1 - Copy-1ac10acb

Submitted by:

Weaver and Nuno Martins @WH_narratives

This region of the Dell is littered with floating metaliths and the remains of a shattered Temple of the Storm, its arches and stairways floating scattered among the platforms of stone. One piece of the wreckage of the Xarlanth once laid here, before the place was tampered with by the Iron Bloods working for Khrovar Blackmaw. The explosion that broke the temple took place upon the activation of an ancient Realmgate that connected this place to another Temple of the Storm in the Mountains of Maraz: this gate is now clogged with the wreckage of the Seraphon ship, bent and held midway between the two locations, floating in the air and difficult to access. A massive azyrian thunderstorm permanently covers the locale. Several small realmgates dot the area, connecting the metaliths to each other, and spewing from time to time some hapless traveller from somewhere else in the Realms. The area feels rather unnatural.

Shattered Temple 1 - Copy-1ac10acb

Submitted by:

Weaver and Nuno Martins @WH_narratives

Rules:

Do not destroy without permission

Soulbound Doom Level: 6

Warcry Twist Rules:

Azyrite Lightning Storm: all fighters can use the following ability. [Quad] Lightning Strike: Pick an enemy fighter on the battlefield and roll a number of dice equal to the value of this ability. For each roll of 4-5 allocate 2 damage to that fighter. For each roll of 6, allocate 2D3 damage instead.

Realmgates: fighters within 1″ of a Realmgate can use a Move action to teleport to another Realmgate. Remove the fighter from the battlefield and set it up wholly within 3″ of any other Realmgate. 

Realm Rules:

Floating Islands: Several floating islands at least 6”x6” wide, and more than 8” tall, must be scattered around the table. You may connect some of these with stairs and bridges. You can also connect them to structures below (remember that models in a unit can stay in coherency vertically for 6” instead of only 1” horizontally).

Realmgates: Units wholly within 6″ of a Realmgate at the start of the movement phase may choose to teleport to another Realmgate. Remove the unit from the battlefield and set it up wholly within 6″ of any other Realmgate, more than 3″ from any enemy models. This counts as its movement for that phase.

The Leap of Faith: At the end of the movement phase a unit may take a leap of faith if they are wholly within 6″ of a Floating Island edge. The unit may land anywhere wholly within 6″ of the bottom of the Floating Island directly down from the edge. A straight line must be drawn from where the unit starts and ends their jump, you can not jump diagonally. The unit can land on another target unit, friend or foe, if one or more models can be set up within ½” of the target unit. If they choose to do so, the targeted unit and your unit suffers D3+2 Mortal Wounds. Your unit must be placed with at least one model in base contact with the target unit. This does not count as a charge, but brings the unit into combat. 

Azyrite Thunder: During their hero phase, that player rolls a die and picks an enemy unit: the unit is hit with lighting on a 3+, or a 5+ instead if they are a single model with 7 wounds or less.The unit suffers D6 Mortal Wounds.

Rules:

Do not destroy without permission

Soulbound Doom Level: 6

Warcry Twists:

Azyrite Lightning Storm: all fighters can use the following ability. [Quad] Lightning Strike: Pick an enemy fighter on the battlefield and roll a number of dice equal to the value of this ability. For each roll of 4-5 allocate 2 damage to that fighter. For each roll of 6, allocate 2D3 damage instead.

Realmgates: fighters within 1″ of a Realmgate can use a Move action to teleport to another Realmgate. Remove the fighter from the battlefield and set it up wholly within 3″ of any other Realmgate. 

Region of War Rules:

Floating Islands: Several floating islands at least 6”x6” wide, and more than 8” tall, must be scattered around the table. You may connect some of these with stairs and bridges. You can also connect them to structures below (remember that models in a unit can stay in coherency vertically for 6” instead of only 1” horizontally).

Realmgates: Units wholly within 6″ of a Realmgate at the start of the movement phase may choose to teleport to another Realmgate. Remove the unit from the battlefield and set it up wholly within 6″ of any other Realmgate, more than 3″ from any enemy models. This counts as its movement for that phase.

The Leap of Faith: At the end of the movement phase a unit may take a leap of faith if they are wholly within 6″ of a Floating Island edge. The unit may land anywhere wholly within 6″ of the bottom of the Floating Island directly down from the edge. A straight line must be drawn from where the unit starts and ends their jump, you can not jump diagonally. The unit can land on another target unit, friend or foe, if one or more models can be set up within ½” of the target unit. If they choose to do so, the targeted unit and your unit suffers D3+2 Mortal Wounds. Your unit must be placed with at least one model in base contact with the target unit. This does not count as a charge, but brings the unit into combat. 

Azyrite Thunder: During their hero phase, that player rolls a die and picks an enemy unit: the unit is hit with lighting on a 3+, or a 5+ instead if they are a single model with 7 wounds or less.The unit suffers D6 Mortal Wounds.

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Reiteration6
2 years ago

The Brashbriar Brood encroach upon the Shattered Temple, discover the remains of the Xarlanth fragment, and decide to comb the plains beneath for any valuables which may have fallen when it was torn asunder. Instead, they find something entirely unexpected.

Briars under Stormy Skies: The Great Weave