RulesWD 489 · pp. 22–23
Attackers infiltrate Everquake’s underground vault to shatter three pylons while defenders try to preserve the city’s stability. The scenario supplies both a conventional terrain layout and a Cursed City tile arrangement, plus cramped fighting that restricts flying and large creatures, rewards driving enemies into walls, and connects entrances through unreliable secret passages. The number of pylons destroyed determines how many fortification-damage rolls are made before the linked siege.
Warcry
RulesWD 489 · pp. 24–25
Two to six players divide into attacking and defending teams, each with a warlord who resolves shared decisions. The defenders construct a continuous fortress, divide their troops between garrison and delayed relief, and hold a gatehouse objective and a deeper strongpoint. Rules give walls and gates destructible profiles, adapt garrisons and monstrous demolition, and make the result depend on both captured objectives and the proportion of fortifications ruined.
Age of Sigmar
RulesWD 489 · p. 64
A warband pursues a chosen ancestral artefact by having its leader defeat enemies and its fighters search isolated terrain. The reward table offers six relics with markedly different uses, from amplifying abilities and healing undead to disrupting enemy powers, restricting escape and punishing rival heroes. These are campaign prizes earned through play, rather than an unrestricted starting equipment list.
WarcrySoulblight Gravelords