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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 » February 22nd, 2026, 6:51 pm

Gragor, the Sorcerer/Priest of the Great Citadel secured a win through the first round with his 2 Dread Warriors, getting the win over Verag's group. A lot of that could come down to Gragor's spells, which should give him the edge in this battle. As a reminder he has 5 Spells: Ball of Flame, Fear, Lightning Bolt, Rust & Summon Orcs. However due to the close contrast of the two teams he will not be allowed to use Summon Orcs. Due to his opponents nature Rust cannot work against Mummies and Fear could only potentially work on Skulmar.

Skulmar's Forgotten Legion was victorious over the Keeper and her team, towards the end of this match half of Skulmar's team was wiped out due to a Leech Life Spell that took out all Skeletons and Zombies he had left, which was quite a bit. Skulmar, now only has 3 Mummies supporting him, so this might be a bit of a scramble, though they are immune to mind spells they're slow and aren't as fortified as Dread Warriors. Skulmar has 8 Movement, 5 Attack Dice, 6 Defense, 3 Body & 4 Mind Points.

Gragor & 2 Dread Warriors vs Skulmar &:3 Mummies

Gragor puts a plan together, ordering 1 of his Dread Warriors out a little further than normal, knowing the undead will be slow out of the gate, grouped up stumbling for position.

Skulmar has just enough movement for first strike, attacking the Dread Warrior. His 5 attack dice produce 3 :skull:s, which the Dread Warrior failed to block. The Mummies try to follow their master out and Gragor sees his opening, while in line he sends Lightning Bolt through Skulmar and 2 Mummies as quite away. The Mummies drop Dread, while Skulmar is brought down to 1BP. Gragor's other Dread Warrior moves in for the attack, rolling 2 :skull:s on his attack. Skulmar, with 6 defense dice only produces 1 :blackshield:, dropping him down to 0BP, the Dread Warrior smashed Skulmar's skull.

The remaining Mummy stumbles towards them but is unable to reach Gragor or his Dread Warrior. Gragor casts Ball of Flame, rolling a :roll2: :roll1:, the Mummy burns up giving Gragor and his Dread Warrior a quick win.
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Boss Battles!

Postby wallydubbs » February 23rd, 2026, 12:01 am

Fellmarak was the only casualty from his team of Zargon's Flame as they took out Cadmila and her team. The Gargoyle took over as head of the team with a group of Undead, so he would most likely be the target of his opponent's spells. This team is blessed with Zargon's Flame, having the opportunity to survive death.

The Witch Lord took victory over the minions of the Frozen Horror that guarded and tortured Gothor. Though he lost all the members of his original team he walked out victorious with a very similar team as he was able to Summon Undead to his side. His current team ranks higher than their opponents, so he probably won't be allowed to use his Summon Undead unless Zargon's Flame kicks in overtime. His other spells include Ball of Flame, Command, Tempest & Fear, which he may cast twice. He has 10 Movement, 5 Attack dice, 6 defense, 4 body & 6 Mind Points... Which is irrelevant as his opponents have no spells they can cast on him, but even if they did he's immune.

Gargoyle, 2 Mummies & 2 Skeletons vs Witch Lord, 2 Mummies & 1 Zombie

The Undead don't move very fast, so the Gargoyle's not shy about bringing out the undead as far as they'll go.

The Witch Lord bring out the slow undead as well and casts Fear on the Gargoyle.

The two Skeletons get in close enough to attack the Witch Lord & a Mummy, but both were able to block the attack. The Gargoyle succumbs to Fear but goes for an attack against the Zombie where it's still possible to take out with 1 hit, but he failed to roll a :skull:.

The Witch Lord's 2 Mummies go after the Skeletons of the opposing team, one Skeleton successfully blocked the attack while the other had its head twisted off. Calling a 3 or 5, a :roll4: is rolled, Zargon's Flame failing the Skeleton. The Zombie tries to attack the scared Gargoyle but his attack was blocked. Moving swiftly across the arena the Witch Lord casts Ball of Flame on a Mummy, rolling :roll5: :roll2:, only taking 1 damage.

With :roll4: :roll4: :roll3: :roll1: Fear holds over the Gargoyle. Regardless, he does roll 1 :skull: against the Zombie, who blocked the attack. The 2 Mummies creep forth and take out the Witch Lord's Mummy & Zombie. The Skeleton, though, abandons the Mummy and goes after the Witch Lord with a 2 :skull: attack. The Witch Lord only blocks 1, takes 1BP of damage. The Witch Lord's last Mummy goes after an opposing Mummy and gets 2 :skull:s in the attack. Failing to block and calling out a 2 or 3, Zargon's Flame fails the Mummy with a :roll4:, the Mummy burns up.

The Witch Lord flees his Skeleton attacker too far for the Skeleton to catch on its next turn and casts Tempest on the opposing Mummy, giving his Mummy a chance to get another kill.

The Gargoyle under the Fear spell rolls :roll5: :roll5: :roll4: :roll2:, still to scared to make a major attack. Regardless, it still rolls a :skull: and lands 1 hit against the Mummy, still not enough to kill it. The Skeleton is unable to reach the Witch Lord, but tries anyway.

The Witch Lord sends his Mummy after the opposing Mummy, who already took 1 damage from the Ball of Flame. It lands 2 hits. Calling out 1 & 3, a :roll6: is produced as the Mummy burns up too. The Witch Lord than goes after the Skeleton chasing him, smashing it to pieces. Calling out 2 & 3 but rolling a :roll5: means that Skeleton will stay dead.

Finally the Gargoyle rolls :roll2: :roll3: :roll6: :roll2:, free from the Fear spell, attacks the Witch Lord's last Mummy but only rolls 1 :skull:! The Mummy is able to block it.
The Witch Lord now wants to toy with the Gargoyle some more and casts his other Fear spell on it. The Mummy attacks, only landing 1 hit as the Gargoyle blocked 1 :skull:.
The Gargoyle resists the Fear spell this time and tears off the Mummy's head before moving too far away for the Witch Lord to catch him.

The Witch Lord moves closer but not within the Gargoyle's movement range and casts Command over the Gargoyle. With a :roll2: :roll3: :roll2: :roll1: the Gargoyle obeys the Witch Lord's command and walks towards him. The Witch Lord calmly walks behind the Gargoyle and rips off one of his wings. That sudden surge of pain was enough to snap the Gargoyle out of it. He turns around and punches the Witch Lord in the face, taking him down to 1 Body Point. The Witch Lord tries to hit back, but only rolling 1 :skull: again the Gargoyle is able to block it. The Witch Lord wrestles free from the Gargoyle's grasp and runs to the far end of the arena where the Gargoyle can't catch him. Again the Gargoyle is in a position where he can't reach the Witch Lord, so he has to wait for the attack. He takes up position in the center of the arena, if the Witch Lord misses this hit he'll have enough space to reach any end of the arena.
The Witch Lord circles around for the attack again at astonishing speed and rolls 3 :skull:s the Gargoyle fails to block. Calling out 6 & 2, the Gargoyle burns up on a roll of :roll4:. In an extremely close battle the Witch Lord is victorious once again.
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Re: HeroQuest Blood Sport!!!

Postby wallydubbs » February 23rd, 2026, 7:51 pm

Zanrath survived his first round battle with Qwindrak in all his forms along with the a Gargoyle & Golem. His stats are 5 Attack, 5 Defense, 4 Body & 8 Mind Points. Once again his team leads with more bodies but the points suggest their at a disadvantage and he'll need to use his spells well. His spells consist of Escape, Possess, Rust, Strands of Binding, Unlearn & Wall of Flame. Since the predictions are against them and their opponent has no spells, I'll allow Zanrath to use Unlearn on one of Gruzbella's special abilities.

Gruzbella is back in all 3 forms after walking out victorious over the Swamp Hag & her undead minions. Gruzbella's 3 forms each have 5 Body Points as her attack strength grows from 4 to 6 and movement from 6 to 8. Her defense decreases from 6 to 5 to 1. Gruzbella's 3 special abilities, that she can only use once, are Break, which resists the effects of a spell; Resilience, negating all damage from a single attack; Deflect, transfer an attack to another adjacent monster.

Zanrath, 1 Gargoyle & 1 Golem vs Gruzbella Hammerhand

Zanrath directs the Gargoyle and Golem to attack from the Southern side of the arena as you goes North and casts Wall of Flame just beyond the gate, giving Gruzbella only one choice in direction.

Gruzbella takes note of the Wall of Flame, but welcomes the opposition from the Golem & Gargoyle. She can't reach them but is prepared to defend.

Zanrath casts Unlearn, randomly trying to remove the Resilience ability, but Gruzbella uses her Break Ability instead to negate the spell. The Golem just makes it to Gruzbella rolling 3 :skull:, Gruzbella only blocks 1, taking 2BP of damage. The Gargoyle runs around the Golem and comes in from the side with a perfect 4 :skull: attack! Gruzbella uses her Deflect ability, sending the 4 :skull:s towards the Golem, who blocks 2 from her 5 defense dice, but is reduced to 1 Body Point.
Gruzbella attempts to finish off the Giant statue but only manages 1 :skull: that the Golem blocks.

The Golem & Gargoyle are both able to take 1 Body Point from Gruzbella but anable to kill her. Zanrath casts Strands of Binding, preventing Gruzbella from attacking them.
Gruzbella rolls a perfect 4 :skull: against the strand, ripping them apart, this left her open for the subsequent attacks. The High Mage casts Rust, causing Gruzbella's helmet to deteriorate, giving her 1 less defense dice for the rest of the battle. The Golem rolled 2 :skull:s, the Gargoyle rolled 1, but despite losing the helmet Gruzbella blocked all of the.

The High Mage calls his troops back, but they're still quite slow. Gruzbella chases down the Golem and smashes it to pieces.
The High Mage has 5 attack dice and goes on the attack, his 2 :skull:s were blocked, but this allowed the Gargoyle to attack from behind and deliver the final Body Point of damage. Gruzbella the Confident falls, but Gruzbella the Determined stands. She strikes at the High Mage, who takes 1 Body Point of damage.

Both Zanrath and his Gargoyle attack, both rolling but a single :skull: that Gruzbella blocks. She, in turn, rolls 3 :skull:s in her attack directed at Zanrath. The High Mage only blocks 1 and is reduced to 1 Body Point.
Zanrath casts Escape while the Gargoyle lands 2 hits on Gruzbella and runs away.

Gruzbella chases after the Gargoyle, now much faster and only rolls 1 :skull:, which the Gargoyle blocks. The Gargoyle hits the huge Ogre back for 1BP, dropping her to 2 Body Points. Hearing the it's master's voice in its head the Gargoyle runs back to the pillar as Zanrath walks out of the gate, taking up position by the pillar as well. He casts Possess on Gruzbella and forces her to stand between them. Zanrath and the Gargoyle both take their shots. The Gargoyle adds 2 more hits to her, defeating Gruzbella the Determined and Gruzbella the Wreckless now stands before them. The Gargoyle flees as Zanrath rolls a 3 :skull: attack, but Gruzbella uses her Resilience ability to negate the damage. The High Mage runs away to join the Gargoyle. Gruzbella gives chase and lasts 3 hits of her own, cutting the High Mage in half, leaving only the Gargoyle. The Gargoyle only has 3 Body Points but 5 defense, Gruzbella has 5 Body points but no defense.

The Gargoyle lands 3 :skull:s in its attack and runs, forcing Gruzbella to use her movement. She attacks him with 3 :skull:s as well, enough to kill him, but the Gargoyle DOES manage a :blackshield:, having 1 Body point left. With 1 last chance the Gargoyle rolls 3 :skull:s in its attack, finishing off Gruzbella the Wreckless, gathering the win for the High Mage's team as the lone survivor.
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Boss Battles!

Postby wallydubbs » February 24th, 2026, 6:03 pm

Nyashak and her forces were victorious over the monsters from the Crowning, getting a win for Wizards of Morcar over Jungles of Delthrak. She has 7 Movement, 5 Attack dice, 5 Defense, 5 Body Points and 7 mind. She has her 6 spells: Call Goblins, Call Orcs (she may use both in this battle), Orc Berserk, Sharpen Blades, Shield of Protection & Spirit of Vengeance. Accompanied by 2 Goblins and 2 of her Elite Orcs she'll take the battle to Gruulob.

Gruulob mustered a first round win of the Guardians of the Great Gate from Keller's Keep. He has 2 forms: Goblin Warlock with Movement, 3 ranged attack dice, 4 defense, 4 Body & 4 Mind points; and in Demonform with 4 attack, 5 defense, 3 Body & 4 mind. She has 3 spells: Channel Dread, Creeping Grasp & Summon Goblins. Surviving with him was 4 of his Goblins kin.

Nyashak, 2 Elite Orcs & 2 Goblins vs Gruulob & 4 Goblins

Nyashak and her followers take up positions, but she's well aware of how fast her Goblin opponents are, so as a safeguard she casts Shield of Protection.
The Goblins storm out of the opposing gate, covering a hot of ground. One of the Orcs holds as the Shield of Protection preserves him, the other orc couldn't be reached. Gruulob's Goblins take out Nyashak's Goblins and the Goblin Warlock casts Creeping Grasp on Nyashak, rolling a :skull:, taking 1 Body Point from her and holding her in place.

Nyashak only has her 2 Elite Orcs left and casts Orc Berserk on one of them, who matches towards the Goblins waving his Axe around, slaughtering 2 of Gruulob's followers in the process. The other Orc with the Warhammer charges Gruulob and smashes against her, rolling 3 :skull:s but Gruulob blocked 1, taking 2 damage.

Gruulob casts Summon Goblins, rolling :roll3:, bringing 4 new Goblins into battle for a total of 6. It takes 2 to take down the Orc with the Warhammer, hacking away at him. Two more Goblins take out the Orc with the axe while two more go after Nyashak, 1 flops the other manages to take her down to 3 Body Points.

Nyashak still can't move with the grasping vine around her. She casts Call Goblins, bringing 4 new Goblins to her aid. Nyashak's Goblins clash with Gruulob's Goblins as it turns into a confusing brawl of greenskins, difficult to tell who's side everyone's on. One Goblin cuts Nyashak free the other 3 only manage to take out 2 of Gruulob's followers.
Gruulob casts Channel Dread on Nyashak, but only rolls a :roll2:, having no effect. Two of Nyashak's Goblins are killed by Gruulobs'.

Nyashak cas see Gruulob across the arena and casts Call Orcs, bringing 2 new elite Orcs to Grullob's side, both attacking. The first only rolled 1 :skull: that Gruulob blocked, the 2nd laughably flopped on his attack. Both ran from Gruulob and hid behind a pillar so she couldn't shoot them. Nyashak's Goblins took out 2 of their opponents.

Gruulob's Goblins pressed on but Nyashak blocked their attacks, another one of her Goblins fell in battle. Gruulob ran after one of the Orcs that attacked her. Despite rolling 1 :skull: the Elite Orc failed to block it.

Nyashak only has 1 Goblin and 1 Orc left so she uses Sharpen Blades. The Elite Orc takes out a Goblin while her other Goblin confidently runs from the opposing Goblins, now with 3 attack dice the Goblin attempts to take out the despot Gruulob, who blocked the attack.

Nyashak took another Body Point of damage from one of the goblins bringing her down to 2BP, while the elite Orc blocked the other Goblins's attack, and Gruulob takes out the Goblin that attacked him.
Nyashak and the Elite Orc took out the last of the Goblins.
Gruulob used a range attack on Nyashak, who blocked it.

Nyashak was too far away to get Gruulob but the Elite Orc wasn't. Slashing down with his sword he defeats Gruulob the Goblin Warlock but awakens Gruulob Demonform. Nyashak casts Spirit of Vengeance, taking 2 body points from Gruulob.
Gruulob, Demonform fires a ranged shot at Nyashak, which hits her for 1BP. Nyashak has 1 Body Point left.
Nyashak and her elite Orc lay into Gruulob, but almost comically they both whiffed on their attacks.
Gruulob goes for the elite Orc but only rolls 1 :skull:, the Orc blocked it.
Gruulob blocks Nyashak's next attack, but the Elite Orc takes him down to 1 Body Point.
Gruulob gets a 3 :skull: kill on the Elite Orc, leaving Nyashak to deliver 1 final blow, cutting off Gruulob's head.

Nyashak wins and is the sole survivor of her team.
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Re: HeroQuest Blood Sport!!!

Postby Daedalus » February 25th, 2026, 11:38 am

wallydubbs wrote:Maybe I'm missing something, but looking back at The Sunken City of Buubhealxea, Quest 5 of CoPD, Command, Fear & Escape are the only spells she's allowed... I double checked the Mythic Tier as well... Perhaps you're thinking of the Swamp Hag in the Marsh of Sorrows?

Ah yes, that's right. My problem was I've never read CoPD completely through.
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Boss Battles!

Postby wallydubbs » February 26th, 2026, 10:28 am

Fanrax the Malicious and his team persevered through the first round without being able to use spells as they defeated the Monsters of Misildia. The victory wasn't without losses, but enough survived to make up a formidable contingent. The spell ban is lifted in this 2nd Round match as Fanrax may cast the following spells: Death Bolt, Fear, Raise the Dead, Skulls of Doom & Summon Mummy. The opposing team does lead by a few points, but not enough to warrant the Call Skeletons spell unless things look awfully dire for the Crypt of the Necromancer. Fanrax is joined by a Dread z warrior, Mummy & 2 Elite Skeletons.

Bakarbi the Cruel and his team defeated the nameless sorcerer from the Halls of the High Mage and his warriors. Bakarbi is joined by a Dread Warrior, 3 Blightweavers and a Goblin. His stats are 8 Movement, 3 Attack dice, 4 defense, 4 Body & 5 mind points. His attacks could be ranged as well since he's armed with a wand and he knows 3 Dread Spells: Channel Dread, Creeping Grasp & Lightning Bolt.

Fanrax, 1 Dread Warrior, 1 Mummy & 2 Elite Skeletons vs Bakarbi, 3 Blightweavers, 1 Dread Warrior & 1 Goblin

Though Fanrax is out first he declines to Summon a Mummy now as Mummy's aren't very fast and position matters. He'll hold onto that spell. His team comes out as well, not crossing the arena too far. The Dread Warrior, Mummy & an Elite Skeleton take the northern side while Fanrax himself holds the bottom half of the arena with an Elite Skeleton.

Bakarbi is out first and casts Creeping Grasp on Fanrax, rolling a :skull:, as the vine I flicts 1 Body Point of damage onto the Necromancer and holds him in place, he won't be able to move until someone cuts it. The Blightweavers come out and surround Bakarbi, adding his power to their Channel Dread Spell. 1 rolls a :roll5: against Fanrax, adding 1 from Bakarbi, draining 2 life points from Fanrax. The 2nd Blightweaver targets the elite skeleton with him, rolling a :roll6:, draining the life from the Elite Skeleton that dies. The 3rd Blightweaver casts it on Fanrax, rolling a :roll1:, having no effect. The Dread Warrior runs out but can't find an opponent close enough. However the Goblin can cover more distance attacks the opposing Dread Warrior, his hatchet meets nothing but shield.

The Goblin was intercepted by an Elite Skeleton, who cuts him down. The Mummy & Dread Warrior go after Bakarbi's Dread Warrior but they only strike him for 1 Body Point of damage. Fanrax cast Summon Mummy appearing among the Blightweavers, killing 1 of them.

Bakarbi's Dread Warrior rolls 3 :skull:s in his attack against the other Dread Warrior and deals 2BP of damage as his opponent rolled 1 :blackshield:. Hearing Bakarbi through the far voice, he moves out of the way, as Bakarbi gets in line and casts Lightning Blot, killing the Mummy & Dread Warrior. Fanrax immediately casts Raise the Dead on the recently deceased Dread Warrior, who comes back as a Skeleton attacks Bakarbi, but flops on the attack. The 2 remaining Blightweavers take out their sickles and team up against the Mummy, they only deal 1 damage but aren't able to kill it.

Fanrax still can't move as he's restricted from the Creeping Grasp vines; so Fanrax casts Fear on the Dread Warrior as the elite Skeleton fails to land a hit. The former Dread Warrior, now a Skeleton hits Bakarbi for 1BP of damage while the Mummy kills a 2nd Blightweaver.

Bakarbi attacks the Skeleton, only getting 1 :skull:, which was blocked. The Blightweaver rolled 2 :skull:s, which lands, cutting off the Mummy's head. The Dread Warrior succumbs to the Fear spell and fails to roll a :skull:.

The Elite Skeleton rolls 3 :skull:s, which was enough to take out the Dread Warrior. Fanrax, still caught in the Creeping Grasp, throws a Skull of Doom at the Blightweaver, only rolling 1 :skull:, however the Blightweaver blocks the attack. The other recently added Skeleton rolls 2 :skull: against Bakarbi, landing 1 hit.

Bakarbi moves away from the Skeleton and stands besides the Blightweaver, casting Channel Dread on Fanrax, rolling a :roll3:, turning to a 4 and thus taking Fanrax down to 1 Body Point. The Blightweaver breaks from him after the spell and attacks the Skeleton, but misses.

The Elite Skeleton, having finished the Dread Warrior, walks over and cuts the vines, releasing Fanrax, who than runs after Bakarbi, attacks, but only gets 1 :skull:, which was blocked. The other Skeleton cuts down the Blightweaver, leaving Bakarbi with no allies.

Bakarbi shoots down this Skeleton and runs away.
Neither the elite Skeleton nor Fanrax can catch Bakarbi. However, Fanrax casts Death Bolt, hitting Bakarbi for 1BP, who only has 2 left.

Bakarbi shoots down the elite skeleton with his wand and outruns Fanrax. Fanrax can't catch him so Bakarbi snipes him, rolling 3 :whiteshield:s.

Fanrax finally catches him and slashes down with his scythe, taking Bakarbi to 1 Body Point. Bakarbi tries to run and snipe, only rolling 1 :skull: that Fanrax blocks. Fanrax on his next turn, attacks and kills Bakarbi and so is the sole survivor of his team.
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Boss Battles!

Postby wallydubbs » February 26th, 2026, 6:09 pm

Fellmarak's forces defeated Abraxus and his team in the first round with 5 survivors: Fellmarak, 1 Dread Warrior, 1 Gargoyle & 2 Skeletons, he has his 5 spells of Cloud of Dread, Command, Fear, Firestorm & Rust. Fellmarak has 8 Movement, 5 Attack, 4 Defense, 6 Body & 6 Mind Points. Fellmarak wishes to cover the realm in eternal darkness.

His opponent wants to cover the realm in eternal ice, the Frozen Horror and his crew of cold ones defeated Gretzl and her forces at the end of opening round. The Frozen Horror has a Polar Warbear and 2 Yetis representing his team along with himself. Due to the extra points his team holds over Fellmarak's, Fellmarak's team will be allowed to roll defense on both, and the Yeti will not be allowed to use the hug if 1 opponent is left.

Fellmarak, 1 Dread Warrior, 1 Gargoyle & 2 Skeletons vs Frozen Horror, 1 Polar Warbear & 2 Yetis

Fellmarak and his followers are out first, they keep an almost safe distance back.

As soon as the opposing gate opens and arctic blast of cold air fills the arena. First a Yeti runs out, which is surprisingly fast and goes to punch a Skeleton, but rolls :whiteshield: :whiteshield: :blackshield:, missing completely. The other Yeti comes out and isn't able to reach anyone to make an attack. But as the Frozen Horror exits the gate he casts Skate on the Polar Warbear, who gracefully glides across the arena, heading straight for Fellmarak. He rolls 1 :skull: on his first attack and 2 on his 2nd. Fellmarak only blocked 1 from the 2nd attack and takes 2 Body Points of damage.

Fellmarak casts Cloud of Dread over the arena, surprisingly only 1 of the Yetis and the Frozen Horror failed to resist the spell. The Polar Warbear was unaffected, which caused Fellmarak to run from him across the arena. A Skeleton stepped in to go after the Polar Warbear, only dealing 1 damage to the beast. The Paralyzed Yeti was overtaken, the Skeleton & Gargoyle jumped for the attack, bringing it down to 2 Body Points, so the Dread Warrior came over and finished it off.

As the Frozen Horror broke free from his unhindered paralysis he noted the Dread Warrior and Fellmarak were standing rather close to each other. He cast Ice Storm over them, rolling 2 :skull:s on the Dread Warrior and 3 on Fellmarak, both brought down to 1 Body Point. The Polar Warbear smashed the Skeleton while the remaining Yeti ran around the pillar and jumped the other Skeleton from behind, twisting its head off.

Fellmarak steps forward to get the Polar Warbear in line of sight and casts Command over the beast, ai.jng to send him against his master, but the Polar Warbear rolled :roll6: :roll6:, resisting the spell. The Dread Warrior and Gargoyle double teamed teamed the other Yeti, taking it down to 1 Body Point, but not enough to kill it.

Fellmarak, having moved towards to see the Polar Warbear put himself in range of the beast, who charged him and crushed Fellmarak with his first attack, but too far from the Gargoyle to make a 2nd. The Frozen Horror ran across the arena to put the Yeti in line of sight and cast Soothe on it, replenishing 3 Body Points. The Yeti, feeling a renewed sense of vigor, knocked the Mace out of the Dread Warrior's hand and snapped his neck.

The Gargoyle, being the only one left rolled a perfect 4 :skull: attack on the Yeti. The Yeti managed to block 1, staying alive with 1 Body Point. The Gargoyle ran to get out of the Polar Warbear's range. The Polar Warbear chased him but couldn't reach him, but the Yeti was fast enough, catching the Garbage and hitting it with a massive blow for 2 Body Points of damage, the Gargoyle failed to roll a :blackshield:. The Frozen Horror casts Tempest over the Gargoyle, revoking its turn. The Yeti and Polar Warbear bashed the Gargoyle to bits.

The Frozen Horror is the victor with his Yeti & Polar Warbear.
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Boss Battles!

Postby wallydubbs » February 28th, 2026, 8:15 pm

Zanrath was killed in the 2nd round facing Gruzbella, but his Gargoyle went on to finish the battle and is all that remains of The Tower of the High Mage. Now the Gargoyle must go at it alone in Round 3.

Sir Ragnar was killed in the first round fighting the Wizards of Morcar with 1 surviving fighter, the Magus Guard. He went on to defeat Ulag's remaining Dread Warrior in round 2.

Gargoyle vs Magus Guard

The Gargoyle comes out first, keeping his distance to not give the Magus Guard first attack. This was irrelevant, though, as the Magus Guard forced first attack by casting Tempest on the Gargoyle. He took the extra steps on his 2nd turn but only rolled 1 :skull: in his attack. The Gargoyle blocked and took its opportunity, rolling 2 :skull:s in the attack that the Magus Guard failed to block.

The Magus Guard flopped on his next attack and ran away. With 8 spaces this was too far for the Gargoyle to catch him. So he cast Ball of Flame as the Gargoyle tried to close the distance. He rolled :roll2: :roll5:, only dealing 1 Body Point of damage. The Magus Guard had no more space to outrun the Gargoyle, he wouldn't have space to move around him.
The Gargoyle went in for the attack rolling perfect 4 :skull:s! Failing to roll any :blackshield:s the Gargoyle ripped the Magus Guard apart, taking a win for his team.
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Boss Battles!

Postby wallydubbs » March 1st, 2026, 1:25 pm

Vilor and his Dread Warrior survived the first round against the Witch Hand and her followers. In Round 2 the Dread Warrior was lost but Vilor walked out victorious over Krag & a Yeti. Vilor, despite having less points seems to hold the advantage in this match with 5 Dread Spells: Chill, Ice Storm, Lightning Bolt, Sleep & Tempest. Vilor is faster and has more mind points than Kedrick Gilbane. Both have 4 Body Points.

Kedrick Gilbane, the Death Knight was the sole surviver when his forces faced off against the nameless sorcerer from the Archives of Arborenis. He bravely took on the Guardian of Grin's Crag in the 2nd round and defeated the Bloodthirster without magic. He may need to use his spells in this round: Cloud of Dread, Command, Fear & Firestorm. Though he doesn't have as many damage causing spells as Vilor, he has 5 Attack and 5 Defense against Vilor's 3 attack and 4 defense.

Vilor vs Kedrick Gilbane

Vilor is out of the gate first and waits for his opponent.

The Death Knight is out next but has no hope to reach Vilor across the arena. He casts Cloud of Dread over the arena.
Vilor rolls :roll1: :roll6: :roll6: :roll1: :roll4:, resisting the spell.

Vilor casts Tempest on Gilbane and walks up to the Death Knight. Enveloped in a whirlwind, Vilor reaches in and touches Gilbane, casting Chill, inflicting 1 Body Point of damage. He ran away afterwards, using all 8 spaces, so Kedrick Gilbane is unable to reach him. So Gilbane casts Firestorm over the arena.
Vilor rolls :roll3: :roll3:, taking 3 Body Points of damage.

Vilor counters this by casting Ice Storm over the Death Knight. Only 1 :skull: was rolled, taking Gilbane down to 2 Body Points. Vilor was out of space and tried to run around him, but Gilbane was able to catch up, with 5 attack dice and rolled 3 :skull:s. Vilor only managed 1 :blackshield: in defense, slain by the Death Knight. Kedrick Gilbane advances through the 3rd round.
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Boss Battles!

Postby wallydubbs » March 2nd, 2026, 12:29 am

Nelath had mustered through the first two rounds on her own against Bellthor and Melar with very little issue. As a reminder, she has 7 Movement, 4 Attack, 4 Defense, 6 Body and 3 Mind Points. She can lose mind points through discourse if her opponents try to talk her out of her transe. She has 4 spells that make her extremely powerful: Command, Fear, Firestorm & Lightning Bolt.

Fanrax the Malicious started off with an entourage of undead & Dread Warriors, but fighting through the Monsters of Misildia and Bakarbi the Cruel's team has left him the sole surviving member of his team. Despite having a lead on points he'll be allowed to to use his Call Skeletons and Summon Mummy spells, as Nelath's spells are powerful enough to take out any monsters he might bring to the arena.

Nelath vs Fanrax

Nelath is first out of the gate and patiently waits for her opponent.

Fanrax is out next and chooses to cast Skulls of Doom, which lands its mark, exploding at Nelath's feet for 2 Body Points of damage!
She casts Command on him, which has no effect.

Fanrax moves forward and casts Call Skeletons. Two of his legs Skeletons surround Nelath and launch an attack. They each land 1 hit, taking her down to 2 Body Points.
Nelath casts Firestorm over the arena, causing the elite skeletons to burn up as well as Fanrax, who rolls :roll1: :roll5:, taking 2 Body Points of Damage from the fire.
But the Necromancer keeps his composure, casting Raise the Dead, off turn, bringing one of the Dead Skeletons back to life, attacking for 2 :skull:, enough to finish off Nelath, but she blocks 1, remaining with 1 Body Point. However her turn never ended as she's allowed to cast 2 spells per turn, and thus she finishes off the Necromancer with a Lightning Bolt. She moved away 7 spaces so the elite Skeleton was unable to reach her, so she backs up toward up with 2 :skull:s in her attack. Failing to roll a :blackshield:, Nelath comes out victorious yet again!
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