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Vensoth Bay

Submitted by:

Grubbo

This bay has been unable to be held by any naval power in Thondia. Though whoever can get a foothold here has a clear advantage in the Hellscorn War. One of the reasons it’s been so hard to hold is that there is a defunct Realmgate deep in the bottom of the Sea that lets out bursts of magic from the various Realms. This makes submerging very dangerous, even if the seafloor is full of Artifacts

Submitted by:

Grubbo

Rules:

Do not destroy without permission

Soulbound Doom Level:

Warcry Twist Rules:

  1. Eerie Silence: Nothing plagues this battle except the sound of waves on rocks. This twist has no

    effect.

  2. Emberstone Deposit: Something below the waves drives your fighters to an enraged frenzy.

    Keep a tally of how many fighters are taken down each battle round. At the end of each battle round, the player who had the most fighters taken down receives 1 additional wild dice. If the players are tied for having the most fighters taken down, both player receive an additional wild dice.

  3. Arcane Storm: Polluted arcane lightning crackles in the earth before bursting with lights, reducing nearby victims to mutative sludge. 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.

  4. Scattered Artefact Debris: Broken pieces of magical artifacts litter the area, still glowing with arcane energy. All fighters can use the following ability: [Double] Use Magickal Debris: A fighter must be within 1" of an obstacle to use this ability. Roll a dice. On a 6, your receive 1 wild dice which can be used in the hero phase of the next battle round.

  5. Great Runes: The magical contamination here has created an immense, corrupted rune in the earth. Subtract 1 from the value of abilities (to a minimum of 1) used by fighters this battle.

  6. Sorcerous Locus: One of your warriors has stumbled into a magical nexus...and came out stronger; radiating magical power. After each warband is deployed, each player picks 1 friendly fighter that is on the battlefield to be a locus. Melee attack actions made by a fighter within 3” of a locus score a critical hit on a 5+.

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 this battle except the sound of waves on rocks. This twist has no

    effect.

  2. Emberstone Deposit: Something below the waves drives your fighters to an enraged frenzy.

    Keep a tally of how many fighters are taken down each battle round. At the end of each battle round, the player who had the most fighters taken down receives 1 additional wild dice. If the players are tied for having the most fighters taken down, both player receive an additional wild dice.

  3. Arcane Storm: Polluted arcane lightning crackles in the earth before bursting with lights, reducing nearby victims to mutative sludge. 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.

  4. Scattered Artefact Debris: Broken pieces of magical artifacts litter the area, still glowing with arcane energy. All fighters can use the following ability: [Double] Use Magickal Debris: A fighter must be within 1" of an obstacle to use this ability. Roll a dice. On a 6, your receive 1 wild dice which can be used in the hero phase of the next battle round.

  5. Great Runes: The magical contamination here has created an immense, corrupted rune in the earth. Subtract 1 from the value of abilities (to a minimum of 1) used by fighters this battle.

  6. Sorcerous Locus: One of your warriors has stumbled into a magical nexus...and came out stronger; radiating magical power. After each warband is deployed, each player picks 1 friendly fighter that is on the battlefield to be a locus. Melee attack actions made by a fighter within 3” of a locus score a critical hit on a 5+.

Region of War Rules:

This realmscape feature has no effect on the battle.

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Burning Templar
8 months ago

https://thegreatweave.com/the-battle-of-the-pantheon-part-1/

Four armies of all Chaos Gods, a Khornate force under General Værmundr the Obsidian-Blooded, a Nurglite force under Preacher Tybalt of the Pox Triumphant, a Slaaneshi force under the Lord of Hubris Leandros di Avi’aor and a Tzeentchian force unter the Paladin of Fate Vardeshir the Solemn contest this part of Vensoth Bay, and a great battle is inevitable. This will be known as the Battle of the Pantheon.

(Results of the campaign upcoming)

Burning Templar
7 months ago

https://thegreatweave.com/the-battle-of-the-pantheon-part-2/

With an intricate ritual, Slaaneshi and Tzeentchian forces managed to peruse the bursts of power from the defunct realmgate to rain death and terror upon the united Khornate and Nurglite army, allowing the Templars and Leandros’ Slaaneshi to slaughter all opposition.

Scorntide Victory

Last edited 7 months ago by Burning Templar
Burning Templar
7 months ago

Templar signal horns sound over Vensoth bay, indicating movement of troops.
The beginnings of a fortification on the coast are visible from afar.

Burning Templar
7 months ago

https://thegreatweave.com/blood-in-the-mud/

A misguided Desraki counterattack on Vensoth Bay is beaten back. The Templars continue fortifying their base and continue their research.

(Templar warcry Victory)

Last edited 7 months ago by Burning Templar
Burning Templar
6 months ago

https://thegreatweave.com/bombardment/
As a grand Desraki fleet closes in on the Citadel of Coalescence, the Templars feverishly work on the completion of their ritual to control the pure arcane might of the defunct realmgate off the shore of Vensoth Bay.
Finally, pure essence of Ulgu can be conjured, swallowing the Desraki fleet whole.