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Crown Wars Battle Box: Siege at the Deeps

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Siege at the Deeps
 
Rellan — Peasant Levy, Western March

The Deeps always smelled like wet rope. Even before the war, when the tunnels were just old mining cuts and half‑collapsed storage vaults, the air had that sour, damp heaviness that clung to your clothes. We weren’t supposed to be inside them — levy archers fight in fields, not caverns — but the captains said the Pale Hand was pushing through the lower shafts, and someone had to hold the choke‑point.

I was on the third step of the stone ramp when the lanterns flickered. Not from wind — there was no wind down there — but from pressure. The air tightened, like the whole tunnel inhaled.

“String up,” Captain Merrow whispered. Not shouted. Whispered. Even his voice sounded afraid of echoing.

I nocked my arrow and looked down the ramp.

The tunnel bent left, then right, then dropped into the old quarry pit. We could hear them before we saw them — not boots, not armor, but a wet, slapping shuffle. Like someone dragging a sack of meat across the stone.

Then the first glow appeared.

A pale orange bead of light, bobbing at knee height.

Another behind it.

Then a dozen.

The bomb‑runners didn’t charge. They waddled. Their torsos were wrapped in crude iron plates, hammered together with leather straps. Their arms were free, dangling, twitching. And strapped to their chests — clay pots filled with pitch, blasting powder, and whatever else the Pale Hand alchemists brewed in their pits.

“Loose?” I whispered.

“No,” Merrow said. “Wait for the breath.”

The bomb‑runners began to hum. A low, vibrating hum that made the lantern chains tremble.

The pots on their chests glowed brighter, the clay sweating black resin.

Merrow raised his hand.

The tunnel exhaled.

“Loose!”

My arrow hit the first bomber in the throat. It didn’t stop him. Nothing stopped them. They kept waddling forward, humming, glowing, shaking.

The Deeps were waking up, and we were standing in the doorway.

 


Grak-Thol — Powder-Bearer of the Pale Hand

The stone tasted old.

We were told the Deeps were once a place where metal-men carved their pride into the earth, but all I smelled was rot — the rot of old timbers, old sweat, old fear. Good rot. Rot that softens stone.

The alchemist strapped the pot to my chest. Hot clay. Sharp pitch. Powder that bit the air. He did not speak. He pressed his forehead to mine, then stepped back into the shadows.

I walked.

The pot warmed. The straps tightened. My ribs creaked. The powder inside the clay whispered to me — not words, but hunger. Hunger for release.

The tunnel bent. The lanterns shook. I saw the metal-men on the steps — bows drawn, eyes wide. They looked small. They always look small before the fire.

I hummed.

The pot hummed with me.

The air thickened. The stone shivered. The powder inside the clay began to glow, and I felt the moment rising — the moment when the pot would stop being a pot and become a sun.

Arrows struck me. One in the shoulder. One in the throat. One in the cheek. They hurt, but they were small hurts. The pot was a big hurt. A hurt meant for all of us.

I stepped forward.

The Deeps opened its mouth.

And I ANSWERED.

 
Lore
The Deeps are a labyrinth of ancient stone halls carved long before the first crowns were forged. Now, as the Crown Wars spill beneath the mountains, the Horse Lords ride into the under‑vaults to reclaim lost passages and secure the trade arteries that once bound the realms together. Opposing them is the Pale Hand Dominion, a disciplined and relentless force that has mastered the art of subterranean warfare. Their clash in the half‑lit caverns marks a turning point in the war below, where every echoing footstep can betray a formation and every torchlit corridor becomes a battlefield.
 
Tactical Role
This Narrative Battle Box delivers a tight, pressure‑driven engagement built for confined terrain, layered choke points, and brutal mid‑range exchanges. The Horse Lords bring mobile shock power, disciplined infantry, and devastating cavalry charges even in restricted spaces, while the Pale Hand Dominion counters with deep‑ranked pike formations, crossbow volleys, and methodical shield‑line advances. Together, they create a scenario that rewards timing, positioning, and mastery of asymmetric force composition — a perfect escalation for players following the Crown Wars storyline.
 
⚙️ What’s Included
This Narrative Battle Box contains fixed contents with no scaling or kit options. All models are 10mm True Scale, cast in high‑detail resin.
 
Horse Lords Battalion
Includes:
  • 1 Horse Lords Hero — The King
  • 5 Long strips of Horse Lords Royal Cavalry
  • 1 Royal Cavalry command strip
  • 11 Short strips of Horse Lords Foot Archers
  • 1 Archer command strip
  • 5 Long strips of Horse Lords Infantry
  • 1 Infantry command strip
Pale Hand Dominion Battalion
Includes:
  • 1 Pale Hand Dominion Commander
  • 5 Long strips of Pale Hand Dominion Pikemen
  • 1 Pikemen command strip
  • 11 Short strips of Pale Hand Crossbowmen
  • 1 Crossbowmen command strip
  • 5 Long strips of Pale Hand Dominion Swordsmen
  • 1 Swordsmen command strip

 

Product Notes
  • Scale: 10mm True Scale
  • Material: Resin, print to order
  • Assembly: Mono‑pose, no glue required
  • Compatibility: Works with most fantasy mass‑battle systems
  • Artists: ROK Miniatures • Swan Industries
  • Factions: Horse Lords • Pale Hand Dominion
  • Role: Narrative Battle Box
Scenario Hook
The Deeps are waking. Beneath the mountain, the old quarry tunnels tighten with pressure as the Horse Lords’ levy archers hold the stone ramp against the Pale Hand Dominion’s bomb‑runners. Every corridor is a choke‑point, every lantern flicker a warning, every echo a threat. When the Dominion’s powder‑bearers begin their humming advance, the tunnels exhale — and the battle ignites in a confined maze of collapsing timbers, ricocheting volleys, and explosive charges. Victory belongs to the side that can read the breath of the Deeps and strike before the stone closes around them.
 
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