Lord Duels and How They Work
Welcome, one and all, to the exciting world of Lord Duels! This is Warhammer, faction heroes clashing is kind of an important aspect of the setting, and while I've definitely showcased this to greater and lesser degrees before (just off the top of my head, see Queek v Grimgor v Skrag v Zhatan, Valten v ...Beastlord Guy, Ragefang v Myrmidia, Snikch v Myrmidia, Veskit v Myrmidia), I've never actually handed control of the battles themselves to you the players before. This was primarily for two reasons - I wasn't sure how to really run such battles in a way that'd be fair, and I was concerned that I might delay the pace of the game with such events.

Yeah, it sounds funny to me too.

Anyhow, both those worries have been dissipated over the last ... probably year or so I've been considering doing this, and this initial Thanquol duel will serve as a bit of proof of concept. So let's get down into how these things work.

Opponents: Three of the Conclave of the Undying King, master necromancers and users of death magic. They ride skeletal horses and wield enchanted swords and bone staffs.

Terrain: Standard Dark Lands fare - level terrain comprised of ash, stone, and ashy stone.

Equipment: Boneripper, Staff of the Horned Rat, Amulet of Ruin, Warpstone (Small)

[] Fight (write-in strategy)

[] Flee

[] Other: Diplomacy, surrender, or other forms of action not covered under fighting or fleeing.

In this situation, you've been cornered by three nazgul ripoffs evil non-copyrighted dark undead wizards, and a bunch of information to go with that. Most of it is fairly comprehensible, but I'll review them regardless:

Opponents describes your foe or foes. If you have any specific questions about them, ask away. Equipment is what you have on hand so that it isn't necessary to click back to the character/hero sheet to get an idea of what you can do. Again, if you've any specific questions, I'm happy to answer. Terrain describes the general shape of your battlefield. Right now it's fairly general since you're in a spot where not much is around you, but if you're in a place with more obstacles and such around it'll give you info. Ask for specifics if you need them.

The length of one of these boss fights is roughly ... three posts at most, longer or shorter depending on the situation. Whether you choose to fight, flee, or try to bargain or somesuch, try to note that - the details of whatever plan you come up with shouldn't stretch on past the next few minutes or so, but neither should they be so narrow as to try to determine individual moves or anything. Spells and the like are fine, but don't be saying something like 'punch him, then kick him, then eat him, then...' etc. If you've ever read @Tricia's Anderson Quest, plans along those lines are what I'm looking for as far as combat goes. Shameless plug because that's where I got the idea for this from.

Hmm. Perhaps an example plan would be a good idea. Suppose in this hypothetical instance we center around Drazhoath fighting a Khornate chaos lord named ... Kris atop the roof of a castle Drazhoath is defending. A plan by the players might look something like this:

[] Fight
- Bait Kris into charging us and then cast Ash Storm from the Lore of Azgorh, using the concealment to sidestep his charge.
- Try to get behind him and take his knees out in melee, then coup de grace if that works. If not, stick close to his back and keep hammering at his legs.
- If he gains distance or manages to turn around and start whaling on us, cast Hell Hammer to throw him off the roof.

While this will vary from fight to fight, I'd like plans to not extend much longer than three or four points, or at least so they don't try to cover every possible contingency - rather, give a suggested course of action and I'll handle what happens if it goes off the rails. The above plan would probably work out as Drazhoath throwing up an ash cloud to blind Kris, getting in behind him and getting one or two hits at his knees before Kris gets pissed at such dishonorable combat and whacks him across the roof. Seeing as beating a Khornate in melee isn't working out for him, Drazhoath instead baits Kris into charging again and then sidesteps and fus ro dahs him off the roof with Hell Hammer. This ends the duel, though it doesn't kill Kris, who lands on his face in the castle courtyard and builds a small pyramid of stormvermin corpses before succumbing to the mook wave.

Oh, you'll probably want to give Thanquol's character sheet a looksee - I revised it to be easier to read and have less numbers. Again, if you've any questions about specifics, please ask - if you've followed this quest for any length of time you know I'm in no hurry about this.
 
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Hmm. Is there a list of the spells available from the Lore of Azgorh?

From the Lore of Ruin, or at least Skaven magic in general, here's a couple from the Warhammer wiki that might prove useful, or at least interesting.
Screech - This spell lets a Grey Seer call to other Skaven over long distances. To cast, the rat-man throws back his head and stretches his vocal cords to emit a high-pitched scream that carries half a mile per level of the Seer, especially to the sensitive ears of the Skaven. The Screech is just a call and carries no information, though the tone can convey an emotion such as desperation, anger or eagerness.

Shrivel Tongue - This spell is intended as a countermeasure against other wizards. It shrivels the victim's tongue so that speech of any kind (such as incantations) is made impossible.

Veil of Flies
- With a curse and a flailing of your arms, you summon a cloud of gnats and biting flies. They swarm about you, biting and stinging your enemies.

Vemintide
: The caster invokes and many rats answer the call...
Though I imagine Shrivel Tongue isn't going to be quite that effective on Undead casters. But Screech should at least get some of our meatshields soldiers to come running.

Of course, if we want to just run, there's always Skitterleap, but as we're a mile away from the army, I'm not sure how much good that would be.
 
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If you search lore of Hashut spells I pretty much just use those. I think I initially got the Azgorh thing from ... Matthias something's fan books?
 
If you search lore of Hashut spells I pretty much just use those. I think I initially got the Azgorh thing from ... Matthias something's fan books?
Alright.

... Huh.

Ash Storm is a hex spell with a 24" range. It's cast on a 12", lasts one full turn and has a long list of effects. The target suffers -1 to hit in combat, and -2 to hit with missile weapons. It must use its "basic move" (whatever that means - does that mean no magical effects on movement apply? How does random movement work?), and may not march, charge or fly. The unit treats all terrain as dangerous terrain, wizards affected may only cast spells on themselves, and the unit counts as Flammable.
Okay, this Ash Storm spell looks like something very, very helpful for us right now.

Oh, and it makes them all flammable, which Lore of Hashut/Azgorh spells get a bonus to casting on.
 
Hmm, given it's, officially, of the Lore of Plague and Thanquol doesn't know that here, does Thanquol not know Vermintide @Xantalos ?

The Hoodling's Hole: Lores of Magic: The Lore of Hashut

Here's a link.

And yeah @Chimeraguard Ash Storm would be extremely ideal given they're on mounts (Dangerous Terrain) and Thanquol would do well to stay at range.

Alright.
1
... Huh.


Okay, this Ash Storm spell looks like something very, very helpful for us right now.

Oh, and it makes them all flammable, which Lore of Hashut/Azgorh spells get a bonus to casting on.
Mmm, but also, Boneripper has Warpfire Projectors. Rather good ones too, that can reroll failed To Wound rolls when shooting with them, and two attacks per shooting phase. In mechanical terms. And Warpfire Projectors don't misfire like other weapons, rather, they're "just" wildly off target.
 
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Hmm, given it's, officially, of the Lore of Plague and Thanquol doesn't know that here, does Thanquol not know Vermintide @Xantalos ?
Dangit, knew I forgot something. You can consider Thanquol to know pretty much every skaven lore of magic, he's just most proficient at the Ruin spells. Not sure why Vermintide would be a Plague thing, you'd think it'd be generic grey seer magic.

Oh, and given that I'm typically kinda terrible with accounting for tabletop mechanics of spells and whatnot, you don't necessarily need to restrict yourself to the spells listed in the various Lores - just use them as inspiration for the sorts of effects that type of magic can achieve. Just make sure to clear ideas with me first. Sorta WOTK Zogstruck style 'describe the thing you want to do' kinda deal, since both you and Chimeraguard are familiar with that mode of thought.
 
Hmm, well the enemy has access to flying beasts.

We can't play a war of attrition with them, trading spells back and forth, given they can summon undead cannon fodder to take the blows and grind us down. And they have access to spells knitting their dhar-tinged flesh together (Invocation of Nehek), so that makes it even tougher to fight a war of attrition against three foes.
 
So... Obvious Plan #1:
- Ash Storm
- set the extra-flammable undead on fire with intense single-target nukes - try to one-shot them.
- Boneripper starts out standing between us and them to get us time, but as soon as we successfully nukes one, he charges a different one, grabs it, drags it to the ground and starts tearing it apart.

Not saying that it's a particularly good plan, but it is pretty obvious.

Also, what would it take to summon a Verminlord? It seems like that would be a pretty straightforward way to seize the tide of battle, especially if we could shut down opponent casting for a bit first.
 
I keep on forgetting to mention stuff! If you wanna use the warpstone you have to boost yourself up, just mention that in the plan and how much of it you use - each tier is equal to two doses of the previous one. And they're relevant to Thanquol's tolerance level, Small is the max normal grey seers can invest without running a big risk of exploding.
 
Ah! Ash Storm/Warpfire seems like a solid combo too. Modify the above with
- Boneripper starts out standing between us and the foe, then unleashes warpfire once the Ash Fall sticks, then jumps into melee with whichever one looks the most hurt.
 
@Sirrocco

Ash Storm is undoubtedly a winner for us, especially given the environment being ideal for it. The issue is that spells can be negated by other casters.

Mechanically, one can get around this by baiting the enemy into expending their dispel dice on other spells, so they can't stop/find it much harder to stop a spell with a higher cast requirement (and thus higher dispel requirement).

Plus, we have to get them all at once.
 
He can shoot warpfire out of his arms, but his fuel supply is limited so he can't get more than 2 or 3 good shots off. He's more melee-specced right now.
Can Thanquol use warpgales/dark wind manipulation (via Howling Warpgales) to manipulate the Warpfire blasts? Like, "suddenly, fire spews bigger, farther, and why is it twisting in the funnel and following my dodge?!"?
 
Can Thanquol use warpgales/dark wind manipulation (via Howling Warpgales) to manipulate the Warpfire blasts? Like, "suddenly, fire spews bigger, farther, and why is it twisting in the funnel and following my dodge?!"?
It'd probably be easier for him to just magically manipulate the fire itself rather than using wind as an intermediary, but yeah he can achieve an effect like that.
 
Honestly, this is just an unwelcome fight to take and IMHO Thanquol should take one shot to slow them by crippling their steeds as much as possible and then book it. 3v1 casters isn't a great idea when Thanquol isn't martially inclined and they can just throw dice at him until things stick.

Unlike other plans, I can't quite help as much as usual as I wouldn't call myself an absolute expert on every single Lore Skaven have access to in terms of picking out the one spell that fits what I'm asking for.
 
-Boneripper charges one, empowered and armored in darkness by Thanquol.
-Thanquol uses Warp lightning to corral the other two and keep them from either ganging up on him or spreading out, as well as wasting their energies dispelling those low spells.
-when they're close enough, summon the Ash Storm, and empower Bonerippers Warpfire with Azgorh for greater power and control to incinerate all that remain.


Thoughts?
 
-Boneripper charges one, empowered and armored in darkness by Thanquol.
-Thanquol uses Warp lightning to corral the other two and keep them from either ganging up on him or spreading out, as well as wasting their energies dispelling those low spells.
-when they're close enough, summon the Ash Storm, and empower Bonerippers Warpfire with Azgorh for greater power and control to incinerate all that remain.

Thoughts?
First, this assumes that they're not close enough for the Ash Storm already. We should check that.

Second, "empower" and "armor in darkness" are the sorts of things that take a bit of time to cast. I suppose you're counting those in the "weak spells to draw out dispel attempts"?

Third, this has Boneripper in the area of the Ash Storm when we set it off. Not sure how much you care.

@Xantalos - questions:
- how far *are* we from these guys?
- how plausible would it be for us to summon a verminlord mid-combat? What would it take?
 
Not far - roughly 20 to 25 feet.

Unfortunately not very - even for Thanquol, calling greater daemons is something that takes multiple minutes of concentration.
When we research Lesser Daemons, will we be able to call them up in timeframes relevant to a Duel?

We might also want to add letting out a Screech if we get a moment's breather. That would get some reinforcements on the way and put the Conclave on a timer before they get mobbed by a horde of Skaven.
 
We might also want to add letting out a Screech if we get a moment's breather. That would get some reinforcements on the way and put the Conclave on a timer before they get mobbed by a horde of Skaven.

We're... about a mile away, I think? That's an awfully long fight, but I suppose it could be pertinent.

Actually, it's a mile to the main bulk of the army. They ought to have artillery that can range a mile or more, right? Admittedly, they might hit us instead, but that certainly wouldn't stop them, if they could reasonably claim that they were following orders.
 
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