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The Swallowed City of Drown

City of Drown-5158d7d4

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

Buried in a noxious bog as the jaws of the earth tore through the city, the original name of Drown has been long forgotten. A few Kruleboyz, Sylvaneth and Gloomspite bands can be found in the bog, a few shanties sprouting from the reed and loam of the mire. Small Nurgle cults have recently moved into Drown, being chased from other areas. 

Whatever this city once was, there are still some habitable buildings- former belfries and coateries and widow’s watches, of impossibly tall towers with flooded basements, giving way to the murky depths of the mire.
Bonesails, diregators and murhanna all discourage too much exploring below the reed-floor of the bog. Some have come back from the depths of Drown with trinkets and treasures from the age-old city, claiming pockets of breathable air below the surface, trapped in shuttered rooms against the swamp waters. Others come back glass eyed and wild. Maybe best to stick to the surface with the monsters we know?

City of Drown-5158d7d4

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

Rules:

Do not destroy without permission
Soulbound Doom Level: 5

Warcry Twist Rules:

Hidden Predators. Players roll off. The winner sets up any number of  chaotic beasts on the battlefield, up to a combined points value of 400. They can each be set up anywhere on the battlefield more than 5″ away from any other fighters, and must be within 1” of a terrain feature, and within 1” of another chaotic beast from this group. In addition, if the chaotic beast set up has a wounds characteristic of less than 30, increase it to 30 for the duration of this battle.

Swampland. Subtract 1 from the Move characteristic of move actions on the battlefield floor. Flying fighters are not affected.

Realm Rules:

Roaming Monster: 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 other player in turn controls the other monstrous denizen. 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.

Swampland: several terrain pieces should be scattered covering a lot of the table. Each is Deadly terrain.

Rules:

Do not destroy without permission
Soulbound Doom Level: 5

Warcry Twists:

Hidden Predators. Players roll off. The winner sets up any number of  chaotic beasts on the battlefield, up to a combined points value of 400. They can each be set up anywhere on the battlefield more than 5″ away from any other fighters, and must be within 1” of a terrain feature, and within 1” of another chaotic beast from this group. In addition, if the chaotic beast set up has a wounds characteristic of less than 30, increase it to 30 for the duration of this battle.

Swampland. Subtract 1 from the Move characteristic of move actions on the battlefield floor. Flying fighters are not affected.

Region of War Rules:

Roaming Monster: 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 other player in turn controls the other monstrous denizen. 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.

Swampland: several terrain pieces should be scattered covering a lot of the table. Each is Deadly terrain.

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Burning Templar
1 year ago

The Templars take some time to investigate the city, including the dungeons below.

Regrettably, a warband of Rotmire Creed had been there before and managed to outrun the armoured Templars, evading them and getting away with most of the treasure. (Warcry loss for the Templars)

https://thegreatweave.com/beneath-the-bog/

Burning Templar
Reply to  Burning Templar
1 year ago

When leaving this part of the Dell behind, Templars had to defend themselves from a Kruleboyz ambush – the attacking force was slaughtered and forced to flee.
(Warcry win for the Templars)

https://thegreatweave.com/lure-of-the-depths/

GorksPokinFinger
1 year ago

The Iron Bloods descend upon Drown for reprieve from their Ironjawz’s pursuers. As they negotiate with Kruelboyz for passage, Khorne’s Scribe Larisa Melborn fears for her descent into madness.

https://thegreatweave.com/falling-to-madness/

Last edited 1 year ago by GorksPokinFinger