Scenario Four: The Winds of Death
As the last tendrils of the Baleful Realmgate’s green eldritch energy dissipates from the edges of your armor, the bone-chilling grip of Shylish; the Realm of Death seizes your body and instantly saps the warmth from your flesh. The grey realm is suspended in a time of eternal twilight, where the ever present gloom and shadow melt seamlessly into the horizon. A dark and roiling mist creeps along the cracked surface of the Realm of Death. The grey, sickly mist clings to the earth like a blanket and occasionally seeps into a large fissure or crack that emanates a sickly, green glow.
As the last member of the army arrives through the portal, the emerald light that illuminated the area goes dark, plunging the entire area into darkness until eyes are able to adjust. Nothing seems to move in the Realm of Death. Silence hangs in the air like a wet fog, clinging and oppressive. It isn’t until you turn and bark orders to your battalion is the silence shattered and the army leaps into motion. A chilling wind blows through the army, pushing the fog back along to the forest edge. To the far east a shattered monument rises high into the twilight sky. The shattered monument bears the markings and matches the description of the building under which the portalglyph resides.
To the far north, the twilight sky is suddenly rent and bleeds red, unholy light. The sound of a thousand voices screaming in agony fills the air and the red light pulses from the tear. As quickly as the tear appeared; it closes and the cacophony of screams is abruptly silenced. The fog roils again revealing a massive detachment of the Blood God’s warriors standing upon the cracked earth of Shylish. At the head of the host looms a massive red skinned fiend; it’s wings spread wide as it’s cloven hooves crush the earth beneath and cause the ground to smolder. The massive axe in the fiend’s grip burns with an unholy red radiance casting a hellish hue upon the legions beneath it. As flames erupt from all around the hell-titan, a roar of challenge is torn from the beasts throat as it’s glowing eyes settle upon your army.
As one, the horde lurches forward into a full run. The echo of hundreds of voices shatters the silence and fills the air with promises of blood and murder. As the horde approaches, a series of emerald green portals open before you and hundreds of skeletal warriors pour out. Huge, winged skeletal gargoyles emerge from the portal, each wielding a massive axe that glows with a purple, fel light. The two armies crash into one another within seconds and the battle is joined. The red-skinned demon titan sweeps down into the thick of the battle smashing aside dozens of skeletal warriors. A corona of flame flashes around the demon as it fully commits itself to the slaughter. The huge gargoyles move forward to engage the demon and the heavily armored units of the chaos army.
As the two armies engage, you note that there is a path clear to the portalglyph tower. You look back to the Baleful Realmsgate and then to the tower. Right as you move your army towards the tower, yet another army arrives on the other side of the battlefield. The news of the portalglyph’s discovery must have travelled far and wide. Your bark your orders for your units to race to the tower. The race is on…
Each player will field between four and eight warscrolls.
Get to the Portalglyph and successfully activate it on the following turn. – 5 points
Destroy the enemy General – 2 points. Successfully unbind the Portalglyph spell when cast by the opposing player. – 3 points Each surviving unit at the end of the game – 1 point. Sudden Death will not be used this scenario. The Battlefield: The game field will be played upon a 6’x4’ surface. There will be various terrain features each being determined to be “Deadly” as per the Mysterious Terrain rules in the basic rules. There will be a single objective place in the center of the opposite short table edge. This objective marker will represent the Portalglyph. Players deploy along the short table edge opposite of the objective. Each player will be given a corner and a 18” (long table edge) x 1’ (short table edge) deployment zone. They may not set up closer than 12” from enemy territory or units and no closer than 54” from objective. Units may not Deepstrike in this scenario closer than 48” from the objective. Game Length This scenario will last 6 Battle Rounds or until the first player gets a hold of the Portal Glyph and successfully activates it, teleporting their army off the battlefield and ending the game. Scenario Special Rules The Portalglyph Wizards – a Wizard in possession of the Portalglyph know the spell Open Portalglyph in addition to any other spells they know. The Open Portalglyph has a casting value of 8. If successfully cast, the entire player’s army is teleported back to their Realm and the game is over. Caress of Shylish Wizards – upon the field of battle know Caress of Shylish. Caress of Shylish has a casting value of 7. If successfully cast, select a target unit within 18” of the caster. The unit will suffer 1d3 Mortal Wounds and be weakened so badly they will be unable to act in their next activation (they can not do anything for a turn). Death is All Around You are trying to navigate your way through a raging battle between the forces of the Blood God and the denizens of the Lord of Death. On occasion you may find yourself battling your way through both forces to get to your objective. During the player turn, during the Hero phase roll a D6 for every unit and consult the table below: 1 – The unit is swept up in the tide of battle between the two opposing armies. The unit may do nothing this player turn (the unit may act if it is attacked or is swept into battle due to the 3” consolidation rule but otherwise is unable to act). 2-5 - The unit manages to successfully navigate the battlefield and avoids getting tangled in any skirmishes. 6 – The unit crosses over a glowing crevasse of eldritch energy emanating from Nagash’s realm. The unit is followed by a newly summoned Wraith. The Wraith will follow the unit the rest of the game. If the unit rolls a “1” during the “Death if All Around” in a subsequent phase the player may sacrifice the Wraith to ignore the effect. Otherwise the Wraith functions as a marker and has no further game effect. Undead units (Vampire Counts or Tomb Kings warscrolls) please consult “Nagash is Absolute!” as well. Nagash is Absolute! All Vampire Counts or Tomb King warscrolls gain +1 to hit and +1 to wound for 1 turn. The unit also gains 1d6+4 wounds (or 1d3 models if a multi-wound models, or if a single model it gains 1d3 wounds) from the deathly vigor(?) bestowed upon them by their Lord. The Power of Death Compels You! All summoning spells of undead units gain +1 to cast on the Realm of Death. Victory Conditions The player with the greater number of Objective points at the end of the game wins. League Scenario Reportings: Victory Points: Win - 3 points Tie - 2 points Loss - 1 point Victory Points + Objective Points = Final Scenario Score