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Thunderscorn Peaks

Submitted by:

Grubbo

Home of powerful Dragon Ogor Clans that still seek vengeance for their defeat during the Age of Myth. These Clans have grown insular and their Thunder magic has grown strange properties. Both the Scorntide & Desraki have attempted to turn some of these Clans to their side, either by force or subterfuge. Some deliberate at this, others want to take the axe and raze both sides. Mawkrushas also stalk the mountains

Submitted by:

Grubbo

Rules:

Do not destroy without permission

Soulbound Doom Level:

Warcry Twist Rules:

  1. Eerie Silence: Nothing plagues the battlefield except howling wind through broken peaks. This

    twist has no effect.

  2. Wrath of the Thunders: To honor your battle, to scorn your performance, or simply to find amusement in their bitter days, the battlefield is surrounded by the cursed howls and cries of the Dragon Ogor overlords. Their terrible voices rain lightning upon you! Each time a fighter finishes an activation and their base is not wholly under a platform, roll 2D6. Add 1 to the roll for each whole inch they are vertically above the battlefield floor. On a 10+, that fighter is hit by a bolt of lightning: allocate 2D6 damage points to them

  3. Frozen Mists: The mountain's height and nearness to storm-loving monsters mean it is sometimes victim to cold, bitter mists. Fighters 4” inches from each other cannot see each other. At the start of each combat phase starting from the second battle round, one player rolls a dice. If the score is less than the number of the current battle round, the mists clear and this twist no longer has any effect on the battle

     
  4. Lost to the Storm: The pounding thunder, the ominous howls, the scream of remorseless wind. The power of this place ignites a warrior's blood in rage or in madness. The players roll off and the winner picks 1 fighter. Add 1 to the Attacks characteristc of melee attack actions made by that fighter until the end of the battle. In addition, until the end of the battle, each time that fighter makes an attack action, allocate 1 damage point to that fighter for each hit roll that misses

  5. Heart of a Dragon: All hear this place's thrum and pound their chests to the beat! Add 2 to the value of abilities (to a maximum of 6) used by fighters in the last two battle rounds

  6. Impossible Strormwinds: This place's winds blow with a fury that matches their terrible masters. Subtract 1 from the Attacks and Strength characteristics (each to a minimum of 1) of attack actions that target an enemy fighter more than 6" away. In addition, when taking falling tests, roll 2 dice instead of 1. On a 1 on either dice, the fighter is said to have fallen

     
  7.  

Realm Rules:

This realmscape feature has no effect on the battle.

Rules:

Do not destroy without permission

Soulbound Doom Level:

Warcry Twists:

  1. Eerie Silence: Nothing plagues the battlefield except howling wind through broken peaks. This

    twist has no effect.

  2. Wrath of the Thunders: To honor your battle, to scorn your performance, or simply to find amusement in their bitter days, the battlefield is surrounded by the cursed howls and cries of the Dragon Ogor overlords. Their terrible voices rain lightning upon you! Each time a fighter finishes an activation and their base is not wholly under a platform, roll 2D6. Add 1 to the roll for each whole inch they are vertically above the battlefield floor. On a 10+, that fighter is hit by a bolt of lightning: allocate 2D6 damage points to them

  3. Frozen Mists: The mountain's height and nearness to storm-loving monsters mean it is sometimes victim to cold, bitter mists. Fighters 4” inches from each other cannot see each other. At the start of each combat phase starting from the second battle round, one player rolls a dice. If the score is less than the number of the current battle round, the mists clear and this twist no longer has any effect on the battle

     
  4. Lost to the Storm: The pounding thunder, the ominous howls, the scream of remorseless wind. The power of this place ignites a warrior's blood in rage or in madness. The players roll off and the winner picks 1 fighter. Add 1 to the Attacks characteristc of melee attack actions made by that fighter until the end of the battle. In addition, until the end of the battle, each time that fighter makes an attack action, allocate 1 damage point to that fighter for each hit roll that misses

  5. Heart of a Dragon: All hear this place's thrum and pound their chests to the beat! Add 2 to the value of abilities (to a maximum of 6) used by fighters in the last two battle rounds

  6. Impossible Strormwinds: This place's winds blow with a fury that matches their terrible masters. Subtract 1 from the Attacks and Strength characteristics (each to a minimum of 1) of attack actions that target an enemy fighter more than 6" away. In addition, when taking falling tests, roll 2 dice instead of 1. On a 1 on either dice, the fighter is said to have fallen

     
  7.  

Region of War Rules:

This realmscape feature has no effect on the battle.

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