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HeroQuest Blood Sport!!!

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Boss Battles!

Postby wallydubbs » January 22nd, 2026, 3:47 pm

Grak, son of Ulag may not have been born with the same killer instinct prowess as his father, but he forged his own path with Whit and magic. Digging into the Dread Arts to step out of his father's Shadow, he learned the Spell of Fear. Mastering a few elemental spells along the way too in Tempest and Sleep. Grak adds magic where his father relied on Brute Force. Not as fast or as defensive as his father, but the two did have enormous respect for each other. Which is why when Grak caught word of his father's demise he sought revenge on the heroes that killed him. Grak will not stand alone in this battle, as he brings a small entourage of 2 Orcs and 2 Goblins to aid in battle.

Qwindrak is back from his previous and embarrassing defeat. This time from the quest Oracle of Morlenis, Qwindrak's dragon form has 4 body points and knows the spells Lightning Bolt and Firestorm. He must be cautious using those spells as he's not alone and doesn't want to take out his own teammates: 2 Abominations stand with the Dreaded Dragon.

Grak, 2 Orcs & 2 Goblins vs Qwindrak (Dragon form) & 2 Abominations

Grak is well aware of the Speed and Power of the Dragon, so he keeps his troops back far enough that he won't be able to reach the. Orcs and Goblins are fast enough to run across the arena

Qwindrak flies out but instead of extending his flight path too far he lands where he can target Grak and one of his minions for a Lightning Bolt. The spell kills a Goblin but Grak has 3 Body points. The Abominations follow the dragon out but only cover half the arena.

Grak used his air spell, Tempest on Qwindrak and send his Orcs to hopefully take out the Dragon early. Grak, retreated to the other side of the arena so the Abominations couldn't get him while the 2 Orcs charge across the field. The first Orc only managed 1 :skull:, which was blocked, but the other brought Qwindrak down to 2BP. The remaining Goblin went to intercept the Abomination so the Orcs could keep on their attack against Qwindrak, who was enveloped in a Tempest spell. The Goblin rolled 1 :skull:, but it was blocked.

The First Abomination slices the Goblin in half with its claws and then runs after Grak. The 2nd Abomination ran to assist it's master. But when attacking the Orc it rolled 3 :whiteshield:s.

Grak casts Sleep on the Abomination targeting the Orc, the spell surprisingly holds. Grak runs from the Abomination giving chase. The Orcs continued their attacks, one rolled 2 :skull:, but Qwindrak matched that in :blackshield:s, the other successfully landed 1 hit, bringing Qwindrak down to 1BP..

The Abomination was unable to wake up. But as Tempest wore off, the Dragon took a swipe at the Orc. Despite having 5 attack dice only 1 was a :skull:, regardless the Orc failed to block. The other Abomination, gave up chasing Grak and went after the Orc, ripping his throat out with his claws.

Grak sees the writing on the wall, but Qwindrak is down to 1BP, so he's at least going to try and take out the Dragon. With 4 attack dice, only 1 :skull: is produced and the Dragon blocked it.

The Dragon attacks with 5 combat dice, but AGAIN only 1 :skull:, that Grak was able to defend against. The Sleeping Abomination stays asleep as the other one reaches Grak and delivers the final blow. In a shut out Qwindrak and his Abominations survive the battle.
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Boss Battles!

Postby wallydubbs » January 23rd, 2026, 10:52 am

Gragor is the Dread Sorcerer/Priest of the Orcs inhabiting the Great Citadel of Keller's Keep. He's a learned Sorcerer with multiple spells and has the strength and stats of a Dread Warrior. His spells consist of Ball of Flame, Lightning Bolt, Fear, Rust & Summon Orcs. Due to the closeness in stats of the two teams Gragor will be forbidden from using the Summon Orcs Spell until either all his other spells are depleted or his two Dread Warrior guards are dead.

Verag is the Gargoyle leading the Dread's excavation of Fellmarg's tomb. It's unsure what they were looking for but considering there's an empty guarded by Dread Warriors there's a good chance they found it. However they hadn't made it to Fellmarg's body yet as the Undead still stand guard over the Tomb. Verag is joined by a Dread Warrior and 2 Orc. Nobody on this team knows any Dread Spells or has any beefed up stats.

Gragor & 2 Dread Warriors vs Verag, 1 Dread Warrior & 2 Orcs

Gragor and his Dread Warriors come out first, despite being outnumbered they seem confident. The team huddles together, waiting for the opposing gate to open, keeping a safe distance.

Verag and company are next out, but none of them are able to reach Gragor and his men. So they wait together for the attack.

Gragor casts Fear on one of the Orcs while the 2 Dread Warriors pounce for the attack. The first Dread Warrior goes after the other Orc, with 2 :skull:s on his attack, the Orc only manages 1 :blackshield:, not enough as the Dread Warrior bashes his skull with his mace.
The other Dread Warrior goes after Verag's Dread Warrior, producing 3 :skull:, that his opened is hard pressed to counter. Despite the metal armor his mace catches him in the face, killing Verag's Dread Warrior.

The Orc was unable to break the Fear spell, but regardless worked up the Anger to go after Gragor himself. His 1 attack dice produced a :skull:, but Gragor was able to block it.
Verag attempts to take out a Dread Warrior, rolling 3 :skull:s, but the Dread Warrior managed 1 :blackshield:, staying in the fight.

The Dread Warrior retaliates with a perfect attack of 4 :skull:s. Verag could only muster 1 :blackshield:, 3 hits from the Dread Warrior, he beats Verag to death with his mace. Gragor in undeterred from the scared Orc, and goes for an attack instead of a spell. With only 1 :skull: on his attack, the Orc fails to block and Gragor's team stands victorious with a shut out.
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Boss Battles!

Postby wallydubbs » January 23rd, 2026, 7:55 pm

The Witch Hand is the apprentice of the Witch Queen, Kessandria, whom she sent after to find the Rogue Sorcerer Qwindrak. She's a worthy adversary With 4 Body Points, 4 Attack Dice, 4 Defense Dice. She knows some spells (depending which quest you go by) in the Fortress of the Fire King the Witch Hand only knows Lightning Bolt, which should be a helpful spell. She is accompanied by 4 Skeletons in infantry and 1 Gargoyle, prepared to defend her mistress.

Vilor is a Dread Warlock that seems to try and master Ice spells, possibly through observation of the Frozen Horror. He has very similar stats to Dread Warriors, but one less defense and one more body point. He would have made a great boss for the Deadly Depths if the heroes didn't have the option to just bypass his room, but I'm counting him anyway Vilor stands with 2 Dread Warriors by his side.

Witch Hand, 4 Skeletons & Gargoyle vs Vilor & 2 Dread Warriors

The Witch Hand walks out with the Gargoyle by her side. The Skeletons walk scattered with no discernable target.

Vilor is slightly outnumbered and aware of the Witch Hand's power. His team cannot reach her in 1 turn, but he's also aware of her power. So as the Dread Warriors step out Vilor casts Tempest on the Witch Hand.

2 Skeletons attack a Dread Warrior, one deals 2 damage while the other flops its attack. The Gargoyle goes after the other Dread Warrior with 3 :skull:s, battering him, but he managed 1 :blackshield: to stay in the fight. Another Skeleton goes after Vilor, bit it's 1 :skull: was met with 2 :blackshield:s. The last Skeleton had wandered too far out and was too far away to strike anyone while the Witch Hand was under the effects of Tempest.

Vilor's Dread Warriors were already down to 1 Body Point, a lightning Bolt from the Witch Hand could take them out. He debated trying to put her to Sleep, but found it unreliable. Instead he utilized his movement and ran to the Gargoyle, using a Lightning Bolt of his own, going through the Gargoyle and into the Witch Hard for 2 Body Points on each. He yells to his Dread Warriors to take out the Witch Hand. Abandoning the fight with the Gargoyle, the Dread Warrior charges the Witch Hand, rolling a perfect attack, smashing her skull as she only rolled 1 :blackshield:. The other Dread Warrior was surrounded by Skeletons. He smashes one to bits and flees, confident he can outrun them.

The 3 Skeletons gave chase the the Dread Warriors, only 2 were able to catch them. The Dread Warriors showed remarkable defense. But the Gargoyle went after Vilor, slashing away 2 Body Points from the Dread Warlock.

Knowing the Gargoyle was down to 1 Body Point, Vilor casts Chill, killing the Gargoyle. The Dread Warriors backtracked, one flopped on his attack while the other took out 1 Skeleton.

In their counter-attack the two skeletons slashed with their scythes, killing one Dread Warrior. They were in close proximity to one another so Vilor cast Ice Storm, the hail did the rest... Vilor survives with 1 Dread Warrior still by his side.
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Re: HeroQuest Blood Sport!!!

Postby wallydubbs » January 24th, 2026, 7:36 pm

In the Archives of Arborenis there is a nameless sorcerer awaiting the heroes with undead companions. If this sorcerer is just guarding the archives they've done a horrible job as half the rooms have been sacked by Greenskins looking for the map to Telor's tomb. Regardless this is a somewhat powerful sorcerer with stats equal to a Dread Warrior but with an extra mind point and movement square. He knows the spells Command, Cloud of Dread & Ball of Flame.

Kedrick Gilbane in the fabled Death Knight of the Crypt of Perpetual Darkness. He is much stronger than the average sorcerer or Dread Warrior with 5 attack and defense dice, 4 Body Points and 4 Mind. He knows a few spells of his own in Fear, Command, Cloud of Dread & Firestorm. He's a powerful adversary with 2 Dread Warriors to back him up in battle. This should be very close.

Dread Sorcerer, 2 Skeletons & 2 Mummies vs Kedrick Gilbane & 2 Dread Warriors

The Dread Sorcerer is out first with the undead, which are slow, so they don't cover much ground, so it's unlikely their opponents will reach them.

Kedrick Gilbane is out next. It might be against sorcerer's rules, but he costs Command on the Dread Sorcerer, who rolled :roll4: :roll3: :roll3: :roll4:, succumbing to the spell. He immediately turns to one of his own Mummies and attacks it with 1 :skull:, but the Mummy blocked it, confused why it's master attacked it. One Dread Warrior keeps a safe distance, the other awaits the Undead.

The Dread Sorcerer breaks free from the Command Spell and deals 1 better, casting Cloud of Dread, knowing his undead are immune to that, but Gilbane & his Dread Warriors aren't. Gilbane is the only one strong enough mentally to reject the effects. One Skeleton reaches the paralyzed Dread Warrior and inflicts 1BP of damage. The other Skeleton just falls short of reaching him. The 2 Mummies stalk towards the other Dread Warrior, but they can't reach him... Those bandages really slow them down.

The Dread Warrior with the impending Mummies breaks free from the Cloud of Dread Spell and goes after one, knocking it for 1BP, not enough to kill it. The other Dread Warrior is still paralyzed from the spell but Gilbane protects his follower, smashing 1 Skeleton to pieces.

The one remaining Skeleton keeps after the stunned Dread Warrior, taking him down to 1 Body Point. The Mummy retaliates against the Dread Warrior, swiping at him for 1 Body Point, he's down to 2BP. The Dread Sorcerer tries casting a Command spell of his own on Gilbane, who rolls :roll1: :roll1: :roll6: :roll6:, breaking the spell. So the 1 remaining Mummy is only 4 spaces from Gilbane and goes for the attack, rolling 3 :whiteshield:s.

Kedrick Gilbane, with 5 attack dice gets 3 :skull:s in his attack. 1 :blackshield: from the Mummy isn't enough to defend, as he tears it apart and runs over to the Skeleton on his stunned Dread Warrior, opting to take the hit. This Dread Warrior remains under the effects of Cloud of Dread, unable to move or attack. But the other Dread Warrior bashes the Mummy's head in.

The Skeleton, distracted from Gilbane's presence rolled :whiteshield: :whiteshield:, failing to kill the paralyzed Dread Warrior. The Dread Sorcerer, moves around the pillar seeing the Dread Warrior that just disposed of his Mummy and casts Ball of Flame. He rolled :roll4: :roll2:, taking 2 damage, reduced to 0 Body Points and burns up.

The Dread Warrior finally breaks free from the Cloud of Dread and Gilbane points him to the Dread Warrior. "He is did this to you, kill him!" The Dread Warrior runs in for the attack with 3 :skull:, enough to kill the Dread Sorcerer, but he managed 1 :blackshield:. Gilbane rips the Skeleton's head off.

The Dread Sorcerer resorts to combat and kills the Dread Warrior. It's now him vs the Death Knight. But Gilbane sheathes his sword and gives the Dread Sorcerer a rye smile, casting Firestorm, watching as laughing as the Dread Sorcerer burns up. Kedrick Gilbane is the sole survivor of his team.
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Boss Battles!

Postby wallydubbs » January 25th, 2026, 3:20 pm

The Witch Lord is the most iconic villain of HeroQuest. Although he is immune to all spells, no weapon but the Spirit Blade can harm him. In this circumstance that wouldn't be fair to the other teams, so he will be allowed to take damage. The Witch Lord is already powerful with 10 Movements, 5 Attack Dice, 6 Defense Dice & 4 Body Points. He also has several spells: Command, Ball of Flame, Tempest, Summon Undead & Fear, which he can cast twice. He is accompanied by 2 Mummies and a Zombie. The other team does rank higher, but not too far off, so he will be allowed to cast Summon Undead when either all his teammates are eliminated or when he exhausted every other spell.

In The Rescue the Barbarian needs to Rescue Gothar, who is being tortured by 2 Dread Warriors and 3 Orcs. That's quite a final battle for a solo hero. Although this team doesn't necessarily have a leader, it's a strong horde to face. Based on their attack strength the edge would go to this team.

The Witch Lord & Undead walk out, keeping a comfortable space back.

The Dread Warriors and Orcs charge out across the arena, but don't make it to their enemies just yet.

This looked dire to the Witch Lord, noting the other team could wipe out his legion. So he casts Tempest on a Dread Warrior. The Zombie flops when attacking an Orc, while the two Mummies go after the Dread Warrior, only 1 Dread Warrior took a hit.

One of the Orcs gets to the Witch Lord, rolling 1 :skull: for his attack. But the Witch Lord's 6 defense dice is formidable for 2 :blackshield:. One of the Orcs takes out a Zombie. A Dread Warrior rolls an impressive 3 :skull:s against a Mummy, who perplexingly rolled :blackshield: :blackshield: :black shield:, taking no hits. It even blocked an attack from an Orc too.

The Witch Lord cast Command on a Dread Warrior and ran away from the attacking Orc. This Dread Warrior resisted the spell. The first mummy attacks a Dread Warrior, taking him down by 1BP, the other one managed to land 3 :skull:s, to a defending Dread Warrior, killing him.

The remaining Dread Warrior that broke the Command spell and laid out attack patterns with the Orcs against the Mummies, only 1 was defeated, the other escaped only losing 1 BP. One of the Orcs managed to break away and sneak an attack on the Witch Lord, landing 2 :skull:s, dropping the Witch Lord to 2BP.

The Witch Lord casts Ball of Flame on the Dread Warrior, while running to the other end of the arena, but a :roll6: & :roll3: were rolled, only dealing 1 damage. The Mummy was able to take out one of the Orc before having it's skull bashed in by the Dread Warrior. One of the Orcs charged the Witch Lord but couldn't get close enough to attack.
The Witch Lord turns his weapon on the Orc and that Orc goes flying across the arena, blood spewing as his carcass flies.

The Dread Warrior launches an attack with 2 :skull:s, and only 1 was blocked by the Witch Lord. The last Orc was able to get around the pillar to get to the Witch Lord.

Witch Lord casts Fear on the Orc and flees to the other side of the arena, so the Orc & Dread Warrior can't reach him. The Orc immediately broke the Fear spell.
The Witch Lord casts Summon Undead, rolling a :roll6:, spawning 2 Mummies & 2 Zombies. The Undead swarm the Dread Warrior and Orc. The Orc was killed by a Mummy and the Dread Warrior crushed the skull of a Zombie. The Dread Warrior backed away, noting he's a lot faster than the undead. They can't catch him. So he brings an attack to the Mummy, rolling 4 :whiteshield:, completely missing.

The Mummy attacks him for 1 :skull:, but it's blocked. The Witch Lord watches the Dread Warrior and casts his 2nd Fear spell. The Dread Warrior is unable to break the spell, but is close enough to attack the Witch Lord, daring to hope, 1 :skull: could end this. He charges in and gets his :skull:, but 6 defense from the Witch Lord is strong enough to block it.
The Witch Lord counter attacked, which he managed to block. But then the undead swarmed the Dread Warrior, which he couldn't fight out of. The Witch Lord's team wins.
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Boss Battles!

Postby wallydubbs » January 26th, 2026, 3:56 am

Voldrung was once a hero in times past, but has since been corrupted and died as one of Zargon's Dread Warriors. He is said to be undead but still retains Mind Points bafflingly as well as retaining the ability to cast spells. Found in the Blighted Barrows of Jungles of Delthrak, which appears to be a Goblin refuge, Voldrung is found in his resting place with 2 Blightweavers, 2 Skeletons Archers and a Zombie, he knows the spells Creeping Grasp, Fear, Lightning Bolt & Summon Undead. However due to the balance of these 2 teams, Voldrung may not cast Summon Undead until all his other spells are depleted AND the rest of his team has been killed.

Gulthor is the Dread Warrior responsible for stealing Prince Magnus' gold along with some greenskins at his side. His starts are the same as a regular Dread Warrior, his team has the advantage on attack strength, but Voldrung has spells and archers with ranged attacks, so this could be close. Gulthor's team also comprises of an Abomination, 2 Orcs & 2 Goblins.

Voldrung, 2 Blightweavers, 1 Zombie & 2 Skeleton Archers vs Gulthor, 1 Abomination, 2 Orcs & 2 Goblins

Voldrung & his crew are out first, mostly too far the opposing team to meet. Except for 1 Blightweaver, who stepped out too far. So when the opposing gate opened Gulthor charged out and was able brain the Blightweaver. The Orcs, Go lins and Abomination take up position, ready for battle.

Voldrung takes note of their positions and runs down the end of the arena to cast Lightning Bolt down the other end, taking out the Abomination and a Goblin. One of the Skeleton archers missed a Goblin, the other managed to stick an Orc with an arrow. The last Blightweaver casts Creeping Grasp on Gulthor, but a :blackshield: is rolled, doing no damage. The Zombie goes after Gulthor, but he blocks the attack.

The last Goblin goes after the Skeleton Archer but flops on the attack. The last Orc and Gulthor focus their attacks on Voldrung, but the Orcs rolls 3 :whiteshield:s, Gulthor gets 3 :skull:s, enough to kill Voldrung, but he rolled 2 :blackshield: in defense.

A Skeleton Archer fired another arrow at Gulthor, but missed, the other Archer took out the last Goblin. Voldrung casts Fear on Gulthor, but he rolled :roll6: :roll4: :roll1:, resisting the spell. The Blightweaver tried to do some damage with Channel Dread, but a :roll3: was rolled, having no effect. The Zombie, however, had better luck, taking a bite out of Gulthor for 1 BP.

Gulthor replied by bashing the Zombie's skull in while the last Orc charged a Skeleton Archer and cut it in half with his sword.

The Skeleton Archer loosed another arrow that the Orc skillfully blocked with his sword. Voldrung whiffed his attack, but the Blightweaver caught him by surprise from around the pillar and caught the Orc in the throat with his sickle.

Gulthor charged across the arena and smashed the Skeleton Archer into a pile of Broken bones.

Voldrung casts Creeping Grasp, which tightened around Gulthor's leg, causing him to fall to his knees. The Blightweaver charged in, finishing him off with his sickle. Voldrung and a Blightweaver survive the onslaught.
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Re: HeroQuest Blood Sport!!!

Postby wallydubbs » January 26th, 2026, 6:01 pm

Gruzbella Hammerhand is the Master of Battle for the World's End Tournament. To discover the secret lair of the Ogres the heroes had to earn her respect in battle. She is a notoriously good fighter with changing stats. She has three forms in Gruzbella the Confident, the Determined and the Wreckless. Each form has 5 Body points and 4 Mind Points, her attack strength will grow as her defense diminishes and her movement will grow as well, which will help against her first round opponents. Gruzbella has 3 special abilities that could put a match on her favor: Break is a 1 time use where she can cancel a spell cast on her; Resilience will negate the damage done by a single attack; Deflect moves an attack away from her onto another adjacent opponent.

The Swamp Hag is found in the Marsh of Sorrows and she is aided by the undead. She's a weak fighter but knows 6 spells to help her in the fight: Command, Escape, Lightning Bolt, Rust, Sleep & Tempest. Her fights are composed of undead: 2 Mummies, 2 Skeletons & 2 Zombies.

Gruzbella vs Swamp Hag, 2 Mummies, 2 Skeletons & 2 Zombies

Gruzbella the Confident showboats to the crowd as she emerges from the gate, "Shall we begin?"

From the other a gate the hag slowly steps forth, calling forth her undead entourage. They're all slow, but so in Gruzbella. The Hag casts Command on Gruzbella, with 4 mind points immediately resists.

The undead spill out around the pillar as the had merely observed the fight. Gruzbella tries to take out the strongest first, going after a mummy. With 4 combat dice in attack she only gets 1 :skull:, which the mummy is able to block. The hag casts Rust on Gruzbella's helmet, she loses a defense dice and the Undead begin their attack. She starts off with 6 defense but now reduced to 5. She still manages to hold her own the undead 's attack is relatively weak. Through 5 attacks she only takes 1 damage.

Gruzbella goes after the mummy again, but again only manages 1 :skull:, still no casualties. The Hag casts Sleep of Gruzbella, who fails to break it and uses 1 of her 3 special abilities, Break! This cancels the spell's effect on her. The undead continue their relentless attack, a Mummy scores with 3 :skull:s and Gruzbella fails to produce a :blackshield:.A Skeleton swings the scythe down, finishing Gruzbella the Confident. From there, Gruzbella the Determined regains her footing, only to take another lost body point from the 2nd Mummy.

With her attack stats raised she lands 3 :skull:s against a Mummy, taking it out. But the Mummy was only replaced by a Skeleton as the undead continued their attack. The other Mummy got 2 :skull:s, only for Gruzbella to activate her 2nd ability, deflecting the damage onto a Skeleton. The undead pile on more attacks while the hag finds a space from across the arena cast Lightning Bolt, dealing 2 further damage on Gruzbella. A Skeleton hits her again to take Gruzbella the Determined down to 1BP.

Gruzbella gives another 3 :skull: attack on the Mummy finishing it. The Zombies and Skeleton drain her of her last body point. Gruzbella the Determined falls, Gruzbella the Wreckless stands. In her final form her attack strength grows to 6 attack dice but her defense drops to 1 die. However, her movement also increases, where now she could outrun the undead. She attacks a Zombie for 2 :skull:s, but the Zombie rolled 2 :blackshield:s as well. Gruzbella flees to the other side of the arena. She's vulnerable with 1 defense dice. The undead couldn't reach her but the Hag casts Tempest, allowing the undead to surround her again. One Zombie flops on its attack, 1 Skeleton rolled a :skull:, but she blocks that with her 1 defense. The other Zombie lands a hit, as she drops to 4BP.

Gruzbella the Wreckless easily stamps out the Zombie and plays hit & run. She outruns the undead but the hag is close enough to launch an attack. With only 2 attack dice she does indeed land a :skull:. Gruzbella proceeds to kill the hag as the Skeleton and Zombie reach her. The Skeleton rolled 2 :skull:, but Gruzbella plays her 3rd special ability, Resilience, ignoring the damage. The Zombie landed a 3rd hit, taking her down to 2BP.

Gruzbella kills the skeleton before outrunning the Zombie. It's unable to catch her, so she backtracks, grabs the Zombie and bites its head off, spitting out the head and smashing the body. Gruzbella the Wreckless was taken to the limit, but has survived battle.
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Re: HeroQuest Blood Sport!!!

Postby wallydubbs » January 27th, 2026, 2:56 pm

Venim is the Dragon and final boss of Crypt of Perpetual Darkness, he seems to come out of nowhere as the map makes no mention of a Dragon. More introductory passages talk of Kedrick Gilbane the Death Knight over the Dragon. Then again, Venim is on the cover of the box. Venim has 6 attack dice, 6 defense dice, 5 Body and 4 Mind, a very formidable opponent with 9 movement and can cast 5 spells: Cloud of Dread, Command, Fear, Sleep & Acid Breath (which is essentially the same as Firestorm). Joining the Dragon is a Gargoyle & 2 Mummies.

Kessandria is the paramore of the Witch Lord, dubbed the Witch Queen. Together, along with Skulmar, commander of the Forgotten Legion they create an Unholy Trinity with the power to raise the Black Banner and convert the corpses of fallen soldiers to their regiment. It sounds like a deadly combination but this never comes to pass. Though not as powerful as the Witch Lord Kessandria is formidable in her own right. Knowing the spells Cloud of Dread, Fear, Lightning Bolt, Sleep & Tempest. She is accompanied by 1 Mummy, 5 Skeletons, but one has been swapped out for a Skeleton Archer.

Venim, 1 Gargoyle & 2 Mummies vs Kessandria, 1 Mummy & 4 Skeletons & 1 Skeleton Archer

Venim & his Mummies come out through the gate followed by the Gargoyle, ready to chew on some bones.

From the opposing gate, slowly Skeletons, a Mummy & the Witch Queen herself emerge. Though her skeletons are too far off, the Skeleton Archer can fire at range. When Kessandria gets out there she casts a Cloud of Dread over the whole arena. Although Venim resisted the spell, the Gargoyle began to choke. Rather than take a shot at the Dragon, who has 6 defense dice, the Witch Queen commands the Skeleton Archer to loose an arrow on the Gargoyle with none. This causes 1BP of damage.

Venim could wipe out the entire board except for Kessandria with Acid Breath, but would rather not kill his own teammates. All undead on the opposing team are immune to most of his spells, but not Kessandria. He casts Command over the Witch Queen, which surprisingly takes hold. She calmly walks over to one of her skeletons and rips it's head off. The two Mummies large forward, 1 is still too far away to attack but the other manages to take out a Skeleton. The Gargoyle, however, cannot break free from the Cloud of Dread.

The Skeleton Archer fired another shot into the defenseless Gargoyle dealing 1 damage and runs away afterwards. Another Skeleton makes it over to the Gargoyle and finishes him off. Kessandria's Mummy & Skeleton team up against Venim's Mummy, dismembering it. Kessandria fails to break the Command spell.

Kessandria walks over to the Skeleton that just killed the Gargoyle and says "Thank you for your service." Before lopping it's head off. The remaining Mummy attacks the Skeleton that just aided in defeating the other one. Only 1 :skull: was rolled, but the Skeleton matched it with a :blackshield:. Venim himself takes flight to the other side of the arena and eats the Skeleton Archer.

The Skeleton deals 1 damage to the Mummy, but not enough to kill it. Kessandria's Mummy goes after Venim with 1 :skull:, but the Dragon has no issue in blocking. The Witch Queen, however, finally breaks the Command Spell and casts Tempest on the Dragon.

While Venim is enveloped in a whirlwind his mummy finishes off the Skeleton and stalks towards the Witch Queen.

As the Whirlwind subsides Kessandria plans her next spell, putting the Dragon to Sleep. Venim rolls a :roll5: :roll5: :roll4: :roll1:. Sleep takes hold while Kessandria kytes the Mummy after her towards the corner of the arena. She gives the Mummy just enough space to reach her. Meanwhile her Mummy attacks the Sleeping Dragon for 1BP of damage.

The Mummy reaches Kessandria and attacks her for 2 :skull:, but her 6 defense is enough to block that. Venim, though, is unable to wake from the Sleep Spell.

Kessandria moves into the corner of the Arena, now having the Mummy diagonally in line with Venim, casting Lightning Bolt into the Mummy, directly across the arena and into Venim, killing the Mummy and hitting Venim for 2 BP, with only 2 left. The Mummy climbs up the sleeping dragon and burrows into its brain.

The Witch Queen and her Mummy have beaten the Dragon.
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Boss Battles!

Postby wallydubbs » January 28th, 2026, 2:13 am

The Great Gate is the opening quest to Keller's Keep. Although there are no bosses perse, the central room must be passed by the heroes, containing a whelming force of Greenskins. With an Abomination, 3 Orcs& 4 Goblins we'll see how well they do.

Gruulob, Blighted Goblin Warlock is the first hint of a Goblin boss we have. This is in The Ruined Temple in Jungles of Delthrak
He has 2 form: the Blighted Goblin Warlock & Demon Form, stronger in the latter form. He's aided by 3 Goblins (1 Regular, 2 Archers) and a Raptor, which, mind you, is a Clever Tactician. Gruulob has 3 spells: Channel Dread, Creeping Grasp & Summon Goblins.

Abomination, 4 Goblins & 3 Orcs vs Gruulob, 1 Goblin, 2 Goblin Archers & 1 Raptor

The Guards of the Great Gate are first out, keeping their distance, which actually turned out to be mostly irrelevant. As the opposite gate opened and Gruulob pointed his wand at the Abomination, casting Channel Dread. On a roll of :roll4:, the Abomination loses 1BP.. The two Goblin Archers come out, one takes out an Orc with a poison gas bomb, the other throws a Boomerang at the Abomination, finishing him off. The one Goblin runs up to an opposing goblin but fails on his attack. The Raptor didn't make it out far enough to get an attack in.

Two of the Great Gate guard Goblins sprint out, taking out the 2 Goblin Archers, another one fights with Gruulob's single Goblin, who blocked 1 :skull:. A Goblin & Orc hand up on the Raptor. The Raptor blocked the Goblin's attack but the Orc came crashing down with 3 :skull:s, taking out the Raptor. The Orc with the sledge hammer goes after Gruulob, but she blocks his attack.

Gruulob's last Goblin ally takes out the opposing Goblin she's been fighting while Gruulob casts Creeping Grasp on his attacker, rolling :whiteshield:, dealing no damage.

Gruulob and her Goblin ally are swarmed by 3 Goblins & 2 Orcs. Her ally falls but she puts up a formidable defense, only taking 1 damage.
With his other spells exhausted and out of allies he meets the qualifications for Summon Goblins, rolling a :roll1:, spawning 4 new Goblins. Each of them roll 2 :skull:s on their attack, taking out all Goblins and an Orc on the opposing team. The one remaining Orc dares to hope to try and take out Gruulob, but only 1 :skull: lands. The Goblins then swarm him and Gruulob celebrated her victory.
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Boss Battles!

Postby wallydubbs » January 29th, 2026, 12:44 am

According to the Prophecy of Telor the Realm will be consumed by darkness if the Sorcerer King rises. Although the Elven City Haven of Lights does fall, Fellmarak has his crown melted before he can be united with Zargon. He is much more vulnerable after when under the effects of Zargon's Flame.
It's uncertain how to deal with Fellmarak under Zargon's Flame. The Mechanic for Zargon's Flame is any time a monster is hit 2 numbers are called out between 1 and 6. A red dice is rolled and if the result is either of those 2 numbers the monster is preserved by Zargon's Flame. How it works with Fellmarak at 0BP is uncertain, so I'm just going with any time Fellmarak takes a hit he'll need to roll. However Fellmarak may cast a random Dread Spell at the start of his turn. He may also attack.
Fellmarak's time on the board is limited to 10 turns at most, for if he draws the Escape spell Zargon's Flame will consume him and he'll die. So Fellmarak could potentially die on his first turn with a random spell draw. He is accompanied by a Gargoyle, 2 Skeletons & 2 Munmies, all under the effects of Zargon's Flame.

Cadmila is the Serpent devastating Revelroot's village. She has a bit of a temper and isn't alone in this fight, she's joined by 2 Raptors, 2 Skullblight's & 2 Spawnlings. Cadmila is Venomous and can spawn Spawnlings. Much like Summoning spells, Cadmila won't be able to use Spawn until her other Spawnlings are defeated and she could only have a maximum of 4 at a time. Unfortunately for her, though, they're up against some undead, which poisoning will not work against.

Fellmarak, Gargoyle, 2 Mummies & 2 Skeletons vs Cadmila, 2 Raptors, 2 SkullBlights & 2 Spawnlings

Fellmarak leads his team out of the gate, randomly going through the Dread Spells , drawing Rust, casting it on nobody, which is actually a good spell to get rid of as none of his enemies have any metal weapons. His team keeps a safe distance back that the other team won't reach them.

Cadmila and her crew can't reach the opposing team.

Fellmarak randomly draws the Command spell, casting it on Cadmila. She rolls :roll1: :roll2: :roll6:, resisting the spell. Fellmarak feels jilted by this and attacks Cadmila, landing 3 hits, taking her down to 3BP. A Mummy & Skeleton team up to take out a Skullblight. The Gargoyle, being the only one that could be poisoned, orders a Skeleton to take out a Spawnling while he goes after a Raptor, getting caught in the Skullblight's Entangling Vines. But he's still able to reach the Raptor, catcher it by the Jaws and ripping its lower jaw off, killing it.

Like the movie 'Anaconda", Cadmila slithers around Fellmarak, striking a venomous bite. Calling out the numbers 2 & 6, but rolling a :roll4:, Cadmila eats Fellmarak, robbing the team of their leader. But in her movement she stopped adjacent to a Mummy, allowing her last Raptor to use Clever Tactician, upping her attach dice to 4, rolling :blackshield: :skull: :blackshield: :blackshield:. But the Mummy manages to block it. The Skullblight attacks the Gargoyle, who blocked it and the last Spawnling slithers towards the Gargoyle, not able to get to him yet.

2 Mummies and a Skeleton surround and attack Cadmila, ripping into her scaly flesh as they take her down from 3BP to 0. Cadmila has been defeated as well. The Gargoyle rips the skull off the Skullblight while the other Skeleton takes out the last Spawnling.

The Raptor runs by the Skeleton, nipping at it in paddling. A :skull: does go through, but calling out 2&3, a :roll3: is rolled, Zargon's Flame saves the Skeleton.

The Mummies are unable to reach the Raptor, but the Skeleton can. The Skeleton lands 1 hit on the Raptor, taking it down to 1BP. The Gargoyle and other Skeleton moves into position, if the Raptor escapes the undead, they'll be able to catch him on their next turn.

The Raptor gets a hit on the Skeleton, calling out 1&2, rolling a :roll1:. Zargon's Flame saves the Skeleton again. The Raptor tries to run away, but the Gargoyle catches her and kills her. Their leader was the only casualty with the Gargoyle taking over as head of the team.
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