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Converting Greyhawk monsters
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<blockquote data-quote="Shade" data-source="post: 5392829" data-attributes="member: 287"><p>The former looks like a precursor to the fiend-knights...</p><p></p><p><strong>Demonic Knights of Doom</strong></p><p>FREQUENCY: Very rare</p><p>NO. APPEARING: Variable (see below)</p><p>ARMOR CLASS: Variable</p><p>MOVE: 12” on foot, 21” mounted (see below)</p><p>HIT DICE: 4-10 hit dice +</p><p>% IN LAIR: Nil</p><p>TREASURE TYPE: Varies (see below)</p><p>NO. OF ATTACKS: As level plus special</p><p>DAMAGE/ATTACK: Per weapon type</p><p>SPECIAL ATTACKS: Nil</p><p>SPECIAL DEFENSES: Armor absorbs heat-based attacks</p><p>MAGIC RESISTANCE: Standard</p><p>INTELLIGENCE: Controlled, but exceptional</p><p>ALIGNMENT: Chaotic evil, neutral evil, or lawful evil</p><p>SIZE: L (6-7’)</p><p>PSIONIC ABILITY: Nil</p><p>Attack/Defense Modes: Nil</p><p></p><p>These Knights appear as normal men with undistinguishable features, their faces hidden by visors. They always wear gold-plated armor — in defiance and mockery, it is said, of those aligned lawful good. They will appear mounted or on foot depending upon the type of unit they are leading, with that variability described below. These controlled servants of the OverKing and Xaene were created by the two wizards to marshal armies and to convert all whom they encounter, by the sword or by fear of death.</p><p></p><p>4th-5th level: These generally serve as captains of forces of from 100-200 lowerlevel soldiers. They use +1 swords. Their +1 chain mail absorbs 10% of the damage from any heat-based attack.</p><p></p><p>6th-7th level: These knights are greater captains, or colonels, in charge of contingents ranging from 200-500 men. They use +2 swords, and their +2 chain mail will absorb 15% of the damage from heat-based attacks.</p><p></p><p>8th-10th level: These are the generals of campaigns, leading armies of 1,000-4,000 men or more. They wear +3 plate and wield +2 two-handed swords. Their armor absorbs 20% of the damage from heat-based attacks. It is rumored that there are but five of these generals, and the toughest of the lot is a 10th-level knight who rides a horse that spits flame.</p><p></p><p>11th level and up: There are only two Marshals. The greater of the two serves the Northern and Eastern Provinces. He is armed with a sword of cold and +3 plate. He is said not to fear fire of any type. The lesser Marshal, serving the Southern and Western Provinces, is armed with a mace of disruption +4 and is armored in +3 plate. The latter Marshal is at this time much in the consul of the Holy Censor of Medegia. It is rumored that the Marshals can withstand all fires but dragon breath.</p><p></p><p>These knights all have scores of 15 or better in each ability. Though none of them has done open combat within the recent past, it is highly rumored that some of the generals and most definitely the Marshals have superhuman strengths and constitutions.</p><p></p><p>The makeup of any unit the knights are leading is detailed below. They always lead troops of veteran to elite status, and will always have a varying number of personal guards (5-15% of listed troop numbers) of levels 2nd through 4th. These retainers are said to be the handpicked troops of OverKing lrvid himself, which he entrusts to the knights to send on special missions of raiding, spying, etc.; thus, they gain +1 on all morale checks during such missions. They generally come armored as the type of unit they are assigned to, but the 4th-level retainers are typically bedecked with +1 weapons and armor.</p><p></p><p><strong>Unit composition</strong></p><p>35% cavalry, as follows:</p><p>10% light horse scouts with swords, spears, leather or studded leather armor, target shields.</p><p>15% medium horse with swords, lances, chain hauberks, kite shields.</p><p>10% heavy horse with lances, bastard swords, full plate or plate mail, kite shields.</p><p></p><p>50% infantry:</p><p>10% light skirmish type with assorted light swords, axes, maces, no shields.</p><p>20% medium foot with long swords, spears, maces, chain hauberk, no shields.</p><p>10% heavy foot with bastard swords, long spears, assorted pole arms, chain mail, and shields.</p><p>10% armored foot with halberds, pikes, assorted pole arms, full plate or plate mail, no shields.</p><p></p><p>15% Missile:</p><p>5% light archers with short bows, spears, short swords, leather jerkins.</p><p>3% light crossbowmen with light crossbows, short swords, axes, leather jerkins.</p><p>2% longbowmen with longbows, swords, leather armor.</p><p>5% horse archers with composite bows, swords, studded leather armor, target shields.</p><p></p><p>Some popular or notable units include the following:</p><p></p><p><em>Heavy Foot regiment:</em> Symbol is a bronze baboon, and the mode (color) of dress is colored saffrons, chocolates, and bone white. This regiment is known as the “howlers” when they go into combat, for they howl and scream, causing many a non-battle-ready foreign unit to retreat in dismay.</p><p></p><p><em>Medium Horse regiment: </em>Symbol is a tan horse, and dress is black and aquamarine. This unit is known for expertise with the javelin while either mounted or dismounted. Their nickname is the “bolters,” for they are hard to keep from charging into a fray once the battle has been joined.</p><p></p><p><em>Horse-Archer regiment:</em> Symbol is two silver arrows crossed upon the colors of ebony and scarlet. These warriors are very accurate with their composite bows and are called the “pointers,” for they always lead the way on campaigns and skirmish missions.</p><p></p><p>Note: The assigning of these names, colors, etc. was made easy by the application and use of the Dungeon Masters Guide. Though a wealth of material dealing with the armies of the World of Greyhawk will be published in the future, there are always units from the Great Kingdom (or any land, for that matter) forming, reforming; or disbanding, so the want for new unit types, names, and colors along with the units’ distinctive features and/or capabilities are always needed and helpful to both the miniature collector or to those players and/or DMs who wish a more realistic tone to their assorted “paper” armies.</p><p></p><p>Originally appeared in Dragon Magazine #59 (1982).</p></blockquote><p></p>
[QUOTE="Shade, post: 5392829, member: 287"] The former looks like a precursor to the fiend-knights... [B]Demonic Knights of Doom[/B] FREQUENCY: Very rare NO. APPEARING: Variable (see below) ARMOR CLASS: Variable MOVE: 12” on foot, 21” mounted (see below) HIT DICE: 4-10 hit dice + % IN LAIR: Nil TREASURE TYPE: Varies (see below) NO. OF ATTACKS: As level plus special DAMAGE/ATTACK: Per weapon type SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Armor absorbs heat-based attacks MAGIC RESISTANCE: Standard INTELLIGENCE: Controlled, but exceptional ALIGNMENT: Chaotic evil, neutral evil, or lawful evil SIZE: L (6-7’) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil These Knights appear as normal men with undistinguishable features, their faces hidden by visors. They always wear gold-plated armor — in defiance and mockery, it is said, of those aligned lawful good. They will appear mounted or on foot depending upon the type of unit they are leading, with that variability described below. These controlled servants of the OverKing and Xaene were created by the two wizards to marshal armies and to convert all whom they encounter, by the sword or by fear of death. 4th-5th level: These generally serve as captains of forces of from 100-200 lowerlevel soldiers. They use +1 swords. Their +1 chain mail absorbs 10% of the damage from any heat-based attack. 6th-7th level: These knights are greater captains, or colonels, in charge of contingents ranging from 200-500 men. They use +2 swords, and their +2 chain mail will absorb 15% of the damage from heat-based attacks. 8th-10th level: These are the generals of campaigns, leading armies of 1,000-4,000 men or more. They wear +3 plate and wield +2 two-handed swords. Their armor absorbs 20% of the damage from heat-based attacks. It is rumored that there are but five of these generals, and the toughest of the lot is a 10th-level knight who rides a horse that spits flame. 11th level and up: There are only two Marshals. The greater of the two serves the Northern and Eastern Provinces. He is armed with a sword of cold and +3 plate. He is said not to fear fire of any type. The lesser Marshal, serving the Southern and Western Provinces, is armed with a mace of disruption +4 and is armored in +3 plate. The latter Marshal is at this time much in the consul of the Holy Censor of Medegia. It is rumored that the Marshals can withstand all fires but dragon breath. These knights all have scores of 15 or better in each ability. Though none of them has done open combat within the recent past, it is highly rumored that some of the generals and most definitely the Marshals have superhuman strengths and constitutions. The makeup of any unit the knights are leading is detailed below. They always lead troops of veteran to elite status, and will always have a varying number of personal guards (5-15% of listed troop numbers) of levels 2nd through 4th. These retainers are said to be the handpicked troops of OverKing lrvid himself, which he entrusts to the knights to send on special missions of raiding, spying, etc.; thus, they gain +1 on all morale checks during such missions. They generally come armored as the type of unit they are assigned to, but the 4th-level retainers are typically bedecked with +1 weapons and armor. [B]Unit composition[/B] 35% cavalry, as follows: 10% light horse scouts with swords, spears, leather or studded leather armor, target shields. 15% medium horse with swords, lances, chain hauberks, kite shields. 10% heavy horse with lances, bastard swords, full plate or plate mail, kite shields. 50% infantry: 10% light skirmish type with assorted light swords, axes, maces, no shields. 20% medium foot with long swords, spears, maces, chain hauberk, no shields. 10% heavy foot with bastard swords, long spears, assorted pole arms, chain mail, and shields. 10% armored foot with halberds, pikes, assorted pole arms, full plate or plate mail, no shields. 15% Missile: 5% light archers with short bows, spears, short swords, leather jerkins. 3% light crossbowmen with light crossbows, short swords, axes, leather jerkins. 2% longbowmen with longbows, swords, leather armor. 5% horse archers with composite bows, swords, studded leather armor, target shields. Some popular or notable units include the following: [I]Heavy Foot regiment:[/I] Symbol is a bronze baboon, and the mode (color) of dress is colored saffrons, chocolates, and bone white. This regiment is known as the “howlers” when they go into combat, for they howl and scream, causing many a non-battle-ready foreign unit to retreat in dismay. [I]Medium Horse regiment: [/I]Symbol is a tan horse, and dress is black and aquamarine. This unit is known for expertise with the javelin while either mounted or dismounted. Their nickname is the “bolters,” for they are hard to keep from charging into a fray once the battle has been joined. [I]Horse-Archer regiment:[/I] Symbol is two silver arrows crossed upon the colors of ebony and scarlet. These warriors are very accurate with their composite bows and are called the “pointers,” for they always lead the way on campaigns and skirmish missions. Note: The assigning of these names, colors, etc. was made easy by the application and use of the Dungeon Masters Guide. Though a wealth of material dealing with the armies of the World of Greyhawk will be published in the future, there are always units from the Great Kingdom (or any land, for that matter) forming, reforming; or disbanding, so the want for new unit types, names, and colors along with the units’ distinctive features and/or capabilities are always needed and helpful to both the miniature collector or to those players and/or DMs who wish a more realistic tone to their assorted “paper” armies. Originally appeared in Dragon Magazine #59 (1982). [/QUOTE]
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