Summer Map Campaign Preview #3
Apr 22, 2009 11:26:47 GMT -5
Post by Dr Carnivean on Apr 22, 2009 11:26:47 GMT -5
As I had mentioned, I want to incorporate something from everyone's contest submission into territories for the campaign. This pair or wooded territories uses elements from Evan's Deposito di Legname Forest and Bob's Dark Forest. Terrain-wise, I already have a ton of stuff for both of these - as many of you have noticed/noted - yet may still be inspired to create some more.
The first pic was from my last Ravenloft session which included an encounter with the plant some you may recognize from Shellendrak's greenhouse.
The standing stones terrain piece in the second pic was used in a territory for my old map campaign that was the capital of the wood elf player. Fen Hollen, I think he called it (I allowed players to name their own capitals if they so chose)
And so, behold..
The Twin Groves[/u]
Dreadwood and the Weeping Woods
Near either mouth of the the secluded region known as the Forsaken Vale are two great and ancient forests. At the center of these dense primeval forests, the elves long ago constructed shrines. Over the years, the grove of ancient trees closest to these shrines took on a sentient state, communing with the elves, and protecting the grove and the shrine within.
When the Defilation of Phagius worked its way through the rivers eastward, it began to corrupt the eastern grove which was nestled between the river where it forked. The ancient trees became tainted and corrupted by the powers of chaos, twisting into dark and evil things.
While the rest of the land has slowly recovered from the Defilation over a course of many generations, the Dreadwood remains a poisoned den of evil, whose trees are known to attack and feed upon the living. It is a home of unspeakable monsters, twisted by the corrupting influence of the grove’s chaos taint. Beastmen are said to gather in the forest, having taken over the shrine of the elves and converting them into their twisted herdstones. Dark Elves are also known to journey to the Dreadwood to seek out new monsters to enslave and add to their horrible menageries of beasts.
The western forest is still pristine, though the trees of the ancient grove surrounding the elven shrine now exude an abundance of sap from their bark. It is said that the trees weep for the fate of their sister grove, and so the thick forest of ancient trees surrounding the western shrine have become known as the Weeping Woods.
Campaign Rules
Difficult Terrain - Due to the denseness of the forests and the massive root systems, both territories are treated as difficult terrain for all armies except for Elves (High/Dark/Wood) and Beasts of Chaos
The Stone Circle - High Elf and Wood Elf players may add an extra dispel die to their pool during battles so long as the Weeping Woods are in their control.
Forest of Nightmares - The Dreadwood is full of vile beasts and twisted abominations of nature that could swell the armies of some who pass through it, while attempting to devour the armies of others.
If a Warriors of Chaos, Beast of Chaos, or Dark Elf banner moves into the Dreadwood, roll on the following chart:
1: Uneventful.
2-5: Beasts of Battle! Roll 2d6x10 and gain that many points of troops toward the next battle that banner engages in.
6: Monstrous Host! Roll 2d6x20 and gain that many points of troops toward the next battle that banner engages in.
Note that these bonuses do not accumulate if the territory is revisited before the next battle that banner engages in.
If a banner of any other army type moves into the Dreadwood, they may be attacked by twisted misshapen things and even the trees themselves. Roll 1d6 and consult the following chart.
1: Slipped through unscathed.
2-5: Where's Josh? Josh!!! Roll 2d6x10 and subtact that may points from your army for the next battle that banner engages in.
6: We're all gonna die! Roll 2d6x20 and subtact that may points from your army for the next battle that banner engages in.
Battles at the Weeping Woods
Battlefield Setup: If the terrain piece is available, the stone circle may be placed at any point of equal distance between both deployment zones. If a high elf or wood elf player is defending the Weeping Woods, they may place the stone circle wherever they wish on the board.
Only Forests, Hills, and Streams may be generated. If anything else is rolled on the chart, place a forest instead. Each player places an additional forest after all other territory has been placed.
The Power of the Stone Circle: High Elf and Wood Elf armies get +1 dispel die for any battles fought at the Weeping Woods. (in addition to the +1 die they get if the territory is currently under their control)
Also, any Wood Elf or High Elf units within 12" of the Stone Circle terrain piece gain Magic Resistance 1.
Battles at the Dreadwood
Battlefield Setup: Only Forests, Hills, and Streams may be generated. If anything else is rolled on the chart, place a forest instead. Each player places an additional forest after all other territory has been placed.
The Hungry Trees: Each of the forests move at the start of each game turn, including the first. For each forest, roll a scatter die and d6, and move the forest as rolled. A 'hit' means the forest does not move.
The forests don't like the living very much, so if they come in contact with a unit when they move, any model touched will have to take a Strength test or suffer a S4 hit as branches and roots assail anyone they can reach. (Determine number of models in forest: take Strength tests to determine number of hits; distribute hits as for shooting; roll for wounds and armour saves as normal. Note that while normally, two handed weapons do not increase Strength for the purposes of ability tests, in this case they can be taken into account, since the men will be using them to ward off grasping branches. Models being attacked in this way do not count as charging, so lances and the like would not convey this bonus)
Not that a unit can enter a forest without being assailed: only models in the forest when it moves risk being hit.
Dark Powers of Chaos: Players playing any of the three Chaos armies may add an extra die to their power pool for battles in the Dreadwood.
The first pic was from my last Ravenloft session which included an encounter with the plant some you may recognize from Shellendrak's greenhouse.
The standing stones terrain piece in the second pic was used in a territory for my old map campaign that was the capital of the wood elf player. Fen Hollen, I think he called it (I allowed players to name their own capitals if they so chose)
And so, behold..
The Twin Groves[/u]
Dreadwood and the Weeping Woods
Near either mouth of the the secluded region known as the Forsaken Vale are two great and ancient forests. At the center of these dense primeval forests, the elves long ago constructed shrines. Over the years, the grove of ancient trees closest to these shrines took on a sentient state, communing with the elves, and protecting the grove and the shrine within.
When the Defilation of Phagius worked its way through the rivers eastward, it began to corrupt the eastern grove which was nestled between the river where it forked. The ancient trees became tainted and corrupted by the powers of chaos, twisting into dark and evil things.
While the rest of the land has slowly recovered from the Defilation over a course of many generations, the Dreadwood remains a poisoned den of evil, whose trees are known to attack and feed upon the living. It is a home of unspeakable monsters, twisted by the corrupting influence of the grove’s chaos taint. Beastmen are said to gather in the forest, having taken over the shrine of the elves and converting them into their twisted herdstones. Dark Elves are also known to journey to the Dreadwood to seek out new monsters to enslave and add to their horrible menageries of beasts.
The western forest is still pristine, though the trees of the ancient grove surrounding the elven shrine now exude an abundance of sap from their bark. It is said that the trees weep for the fate of their sister grove, and so the thick forest of ancient trees surrounding the western shrine have become known as the Weeping Woods.
Campaign Rules
Difficult Terrain - Due to the denseness of the forests and the massive root systems, both territories are treated as difficult terrain for all armies except for Elves (High/Dark/Wood) and Beasts of Chaos
The Stone Circle - High Elf and Wood Elf players may add an extra dispel die to their pool during battles so long as the Weeping Woods are in their control.
Forest of Nightmares - The Dreadwood is full of vile beasts and twisted abominations of nature that could swell the armies of some who pass through it, while attempting to devour the armies of others.
If a Warriors of Chaos, Beast of Chaos, or Dark Elf banner moves into the Dreadwood, roll on the following chart:
1: Uneventful.
2-5: Beasts of Battle! Roll 2d6x10 and gain that many points of troops toward the next battle that banner engages in.
6: Monstrous Host! Roll 2d6x20 and gain that many points of troops toward the next battle that banner engages in.
Note that these bonuses do not accumulate if the territory is revisited before the next battle that banner engages in.
If a banner of any other army type moves into the Dreadwood, they may be attacked by twisted misshapen things and even the trees themselves. Roll 1d6 and consult the following chart.
1: Slipped through unscathed.
2-5: Where's Josh? Josh!!! Roll 2d6x10 and subtact that may points from your army for the next battle that banner engages in.
6: We're all gonna die! Roll 2d6x20 and subtact that may points from your army for the next battle that banner engages in.
Battles at the Weeping Woods
Battlefield Setup: If the terrain piece is available, the stone circle may be placed at any point of equal distance between both deployment zones. If a high elf or wood elf player is defending the Weeping Woods, they may place the stone circle wherever they wish on the board.
Only Forests, Hills, and Streams may be generated. If anything else is rolled on the chart, place a forest instead. Each player places an additional forest after all other territory has been placed.
The Power of the Stone Circle: High Elf and Wood Elf armies get +1 dispel die for any battles fought at the Weeping Woods. (in addition to the +1 die they get if the territory is currently under their control)
Also, any Wood Elf or High Elf units within 12" of the Stone Circle terrain piece gain Magic Resistance 1.
Battles at the Dreadwood
Battlefield Setup: Only Forests, Hills, and Streams may be generated. If anything else is rolled on the chart, place a forest instead. Each player places an additional forest after all other territory has been placed.
The Hungry Trees: Each of the forests move at the start of each game turn, including the first. For each forest, roll a scatter die and d6, and move the forest as rolled. A 'hit' means the forest does not move.
The forests don't like the living very much, so if they come in contact with a unit when they move, any model touched will have to take a Strength test or suffer a S4 hit as branches and roots assail anyone they can reach. (Determine number of models in forest: take Strength tests to determine number of hits; distribute hits as for shooting; roll for wounds and armour saves as normal. Note that while normally, two handed weapons do not increase Strength for the purposes of ability tests, in this case they can be taken into account, since the men will be using them to ward off grasping branches. Models being attacked in this way do not count as charging, so lances and the like would not convey this bonus)
Not that a unit can enter a forest without being assailed: only models in the forest when it moves risk being hit.
Dark Powers of Chaos: Players playing any of the three Chaos armies may add an extra die to their power pool for battles in the Dreadwood.