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The Sibilant Jungle

Sibilant Jungle-edb5271e

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

A dense tangle of wild gnashwood trees and shattered floating islands makes travel through this region rather difficult. Some try to brave the skyward waterfalls and ride these strange streams to cut across the jungle, but often that makes them prey to flying predators. Worse, those who walk in it hear whispers and rustles, always in the distance, said to belong to a giant snake-like beast. One lone survivor tells of a lifelike stone statue of such a creature, in the deepest part of the jungle, a shrine of sorts. He warns the creature devoured his expedition when they defended themselves, but spared him for reasons unknown, and did not pursue.

Seraphon survivors of the crash are seen skulking about, here and there.

Sibilant Jungle-edb5271e

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

Rules:

Do not destroy without permission
Soulbound Doom Level: 3

Warcry Twist Rules:

Swampland. Subtract 1 from the Move characteristic of move actions on the battlefield floor.

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)

Floating Waterfall: Floating island terrain pieces. At the start of the movement phase a unit wholly within 6” of a the Floating Waterfall may choose to ride the rapids. If it does so, remove this unit from the battlefield and set it up anywhere on the battlefield wholly within 6” of another floating island, and more than 3″ from any enemy units. Roll a D6: on a roll of 1 or 2 the unit suffers D3 mortal Wounds.

Rivers and lagoons: these scenery pieces are deadly terrain.

Snake Totem: This terrain piece is a large statue of a serpent, ~6” wide. At the end of the hero phase, if you have a unit within 18” of the statue you must roll a D6 to seek its favour. Roll a D6, on a roll of 1 or 2 the statue moves up to 3D6” to your closest unit: if that unit is within 6” of the serpent statue it suffers D3+1 mortal wounds. On a 3+, you can instead move the statue 3D6” in any direction you wish: if the statue ends within 6” of an enemy unit, that unit suffers D3+1 mortal wounds.

Rules:

Do not destroy without permission
Soulbound Doom Level: 3

Warcry Twists:

Swampland. Subtract 1 from the Move characteristic of move actions on the battlefield floor.

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)

Floating Waterfall: Floating island terrain pieces. At the start of the movement phase a unit wholly within 6” of a the Floating Waterfall may choose to ride the rapids. If it does so, remove this unit from the battlefield and set it up anywhere on the battlefield wholly within 6” of another floating island, and more than 3″ from any enemy units. Roll a D6: on a roll of 1 or 2 the unit suffers D3 mortal Wounds.

Rivers and lagoons: these scenery pieces are deadly terrain.

Snake Totem: This terrain piece is a large statue of a serpent, ~6” wide. At the end of the hero phase, if you have a unit within 18” of the statue you must roll a D6 to seek its favour. Roll a D6, on a roll of 1 or 2 the statue moves up to 3D6” to your closest unit: if that unit is within 6” of the serpent statue it suffers D3+1 mortal wounds. On a 3+, you can instead move the statue 3D6” in any direction you wish: if the statue ends within 6” of an enemy unit, that unit suffers D3+1 mortal wounds.

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