D&D Wargaming *ARMIES OF EVIL*

Fieari

Explorer
This thread will be for posting EVIL armies in D&D Wargaming. If you are playing GOOD, or haven't decided yet, please do not read this thread. This is on the honor system, but of course, D&D tends to rely on the honor system a lot anyway. Cheating will only spoil the game for you, so please don't.

Works in progress are fine.

Please post in the following format:

Unit Breakdown

Above Baseline Unit x NumberOfUnits -- CR -- Point Value
* Support Unit x NumberOfUnits -- CR -- Point Value

repeat as needed.

Total NumberOfUnits
Total CR
Total Point Value

Stat Blocks

1st Unit Type Described Above
STAT BLOCK

2nd Unit Type Described Above
STAT BLOCK

etc.

Also, please include unit SPEED in your stat blocks. This will be very important to me, as:
1) An army can only move as fast as its slowest unit
2) You have large distances to cover
3) I need to keep track of where you are based on time, so I can compare it to where your ENEMIES are, based on time.
 
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edit: The Statted Army
The Dark Hunter,Deceased
Human Druid 18 NE
HD 18d8+18; hp 99; AC 12 (+2 Dex);
Init +6; Spd 30 ft;

Bab+13/+8/+3 melee +0 ranged +2
SV Fort +12, Ref +8, Will +15;
Str 10, Dex 14, Con 12, Int 10, Wis 19, Cha 14.

SKILLS (105):Concentration (21), Handle Animal (17), Heal (14), Knowledge (nature) (15), Listen (14), Ride (19), Spellcraft (0), Spot (22), Survival (24),

Swim (0). Profession (4), Craft (0), Diplomacy (2),

FEATS: Improved Initiative, Track, Enlarge Spell, Natural Spell, Widen Spell, Scent, Spell Focus (Conjuration), Augment Summoning

SQ Wild shape (6/day, elemental 2/day), Timeless Body, Thousand Faces, Venom Immunity, resist natures lure, Trackless Step, Woodland Stride, Wild Empathy, Nature Sense, Animal Companion:

Druid Spells
9-2 Elemental Swarm,. Storm of Vegeance
8-3 Mass Cure Serious Wounds, Earthquake, Word of Recall
7-3 Creeping Doom, Summon Natures Ally, Wind Walk
6-4 Move Earth, Greater Dispell, Mass Cats Grace, Mass Bulls Strength
5-4 Awaken, Unhallow, Transmute Rock to Mud, Commune with Nature
4-6 Control Water, Flame Strike, Giant Vermin, Reincarnate, Scry, Summon Natures Ally
3-6 Call Lightning, Contangion, Meld into Stone, Remove Disease, Wind Wall, Summon Natures Ally
2-6 Flaming Sphere, Fog Cloud, Animal Messenger, Summon Swarm, Wood Shape, Summon Natures Ally
1-6 Charm Animals, Entangle, Goodberry, Longstride, Speak with Animals, Summon Natures Ally,
0-6 Create Water, Detect Magic, Mending, Resistance, Purify Food & Drink,

Personal Equipment: Dragonhide Plate, Longspear, Crossbow, Mirror of Mental Prowess


Ravage,
human Bard 10:

HD 10d6+10; hp 45; AC 15 (+2 Dex + Armour);
Init +6; Spd 30 ft;
BAB +7/+2
SV Fort +4, Ref +9, Will +7
Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 16.

SQ bardic knowledge+20, bardic music; greatness, courage +2, suggestion, fascinate, countersong
Skills (104) Appraise (7), Balance (7), Bluff (8), Concentration (11), Diplomacy (16*), Gather Information (13), Hide (12), Knowledge (Politics) (12), Listen (10), Move Silently (7), Perform (16), Sense Motive (12*),

Climb (0), Craft (2), Decipher Script (2),Profession (0), Sleight of Hand (2), Speak Language (n/a), Spellcraft (2), Swim (0), Tumble (2), and Use Magic Device (13). Disguise (3), Escape Artist (2), Jump (0),

Feats: Improved Initiative, Negotiator, Point Blank, Precise Shot, Rapid Shot
Spells per Day 3 3 3 2 0
Bard Spells Known:
4-2 Hallucinatory Terrain, Dimension Door,
3-4 See Invisibility, Invisibility Sphere, Haste,
2-4Whispering Wind, Sound Burst, Scare, Enthrall
1-4 Sleep, Expeditious Retreat, Alarm, Grease
0-6 Message, Presdigitation, Know Direction, Detect Magic, Dancing Lights, Resistance

Personal Equipment: Ethereal Leather Armour, Crossbow, Long sword

Raptor
human Marshall 10:

HD 10d8+20; hp 65 AC 16 (+1 Dex+ armour);
Init +5; Spd 30 ft;
BAB +7/+2 m+0 r+1
SV Fort+9, Ref+4, Will+7
Str 10, Dex 12, Con14, Int 14, Wis 10, Cha 16.

SQ Skill Focus (Diplomacy), Minor Aura +3, Major Aura, Move Action 2/day
Skills (78) Bluff (8), Diplomacy (13), Handle Animal (8), Intimidate (13), Listen (12*), Ride (12), Sense Motive (10), Speak Language (n/a), Spot (12*), Survival (10),

Swim (0). Perform (3),Knowledge: (2),

Feats: Improved Initiative, Alertness*, Blindfight, Endurance, Combat Expertise

Aura
Minor 5 Fortitude, Will, Watchful Eye (Reflex), Master Tactics (Bonus Damage in Flank),
Major 3 Melee Attack, Urgency Spd+10ft, Steady Hand (Ranged attack))

Personal Equipment: Chainmail, Longsword, Crossbow


The Dark Hunt
General: The Dark Hunter Druid Lv18 207.36
Lieutenants: Hunt Masters Ravage and Raptor Bard 10 & Marshall 10 128.00

The Pack
10x WWolf Rgr3 -> 5.03 = 25.30 = 253.00
Possessions: Short sword, Longbow

Raptors Hunt
50x Bbn2 128.00
HP17; Init +5 (Dex, Improved Initiative); Spd 30 ft; AC 16 (+5 chainmail, +1 Dex; 14 Raging); Atks Melee longspear +4 (1d8+3/crit x3); Ranged shortbow +3 (1d6/crit x3); SQ rage1/day (+4 Str, +4 Con); fast movement, uncanny dodge;
SV Fort +5, Ref +1, Will +1; Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 8.
Skills and Feats: Improved Initiative, .
Possessions: Longspear, Shortbow, Chainmail.

100x Warriors1 - 44.00
hp 5; Init +6 (Dex, Improved Initiative); Spd 30 ft; AC 15 (+3 studded leather, +2 Dex); Atks Melee shortsword +3 (1d6+2/crit 19-20); Ranged longbow +3 (1d8/crit x3);
SV Fort +3, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8.
Skills and Feats: Improved Initiative, .
Possessions: Short sword, Longbow studded leather.

Ravages Hunt
25x Monk Lv2 -> 1.60 = 2.56 = 64.00
hp 11; Init +7; Spd 30 ft; AC 15 (+2 Mnk, +3 Dex); Atks Melee kukri +2 (1d4+1/crit 18-20); Ranged light crossbow +4 (1d8/crit 19-20 unarmed strike +0/+0 (1d6+1); SA stunning attack2/day(DC 13).; evasion; AL N; SV Fort +4, Ref +6, Will +5; Str 12, Dex 16, Con 12, Int 10, Wis 14, Cha 8.

Skills and Feats: Improved Initiative.
Equipment: Crossbows, Kukri

20x Pixie -> 1.75 = 3.06 = 61.25
Equp" Short sword, Longbow, Special Arrows (racial)




Equipment List
3300 Dragonhide Plate
50160 Ethereal Leather Armour
175000 Mirror of Mental Prowess*

7650 Chainmail (51)
1000 Leather (100)
255 Long Spear (51)
1500 Shortbow (50)
1100 Shortsword(110)
8250 Longbow (110)
1400 Crossbow (28)
200 Kukri (25)
30 Longsword (2)

total 249845 Residue 155

*Damn thats expensive!!!


Second Recruitment
Unused CR 104.39
Gained CR 103.68
Total CR 208.07
 
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Code:
[b]Ghost Cleric  9[/b]   ->  13.30 = [b]176.89[/b]
[b]Wraith Sor 2[/b] x5   ->   5.30 = [b]140.45[/b]

[b]Wraith[/b]      x10   ->   4.00 = [b]160.00[/b]
[B]Sk Wolf[/B]    x250   ->   1.25 = [B]390.00[/B]
[B]Zm Kobold[/B] x1000   ->    .33 = [B]110.00[/B]

[b]Total:                      = 977.34[/b]


Code:
[B]Deathlord Kael, Ghost Cleric 9[/B]
Medium Undead (Incorporeal)
HD:   	9d12 (64hp)
Init: 	+2
Spd:  	Fly 30'
AC:   	24 (+2 Dex, +3 Deflection, +9 Armor), Touch 15, Flat-footed 22
BAB/G:  +6/+6
Atk:    Inc Touch +8 melee (d6 + d4 Con drain)
SA:     Corrupting Touch, Draining Touch, Manifestation, Rebuke 6/day, 
        Telekinesis
SQ:     Rejuvenation, Turn Resist +4
Saves:  Fort +8, Ref +5, Will +9
Stats:  Str 10, Dex 14, Con -, Int 13, Wis 17, Cha 16

Skills: Concentration +10, Hide +10, Kn(Arcana) +12, Kn(Religion) +11, 
        Listen +12, Search +10, Spellcraft +12, Spot +12

Feats:  Combat Expertise, Great Fortitude, Improved Disarm, Improved Turning 

Domains:  Evil[+], Fire

Spells/Day	0 / 1 / 2 / 3 / 4 / 5
		6   5   5   4   2   1 (plus *Domain)

Spells Prepped	0			1		2
                Create Water x1	        Command         Darkness
                Detect Magic x2         Deathwatch+     Desecrate+
                Message      x2         Detect Good     Silence
                Read Magic   x1         Divine Favor    Spirit Wpn x2
                                        Sanctuary       *Produce Flame
                                        *Pro: Good+	

		3			4               5
                Deeper Darkness         Sending         Scrying
                Dispel Magic            Spell Immunity  *Fire Shield
                Pro: Energy             *Wall of Fire
                Searing Light
                *Magic Circle: Good+

Code:
[B]Wraith Sorcerer 2[/B]
Medium Undead (Incorporeal)
HD:     7d12 (50hp)
Init:   +9
Spd:    Fly 60'
AC:     20 (+5 Dex, +5 deflection), touch 15, flat-footed 12
BAB/G:  +3/-
Atk:    Incorporeal touch +7 melee (1d4 plus 1d6 Con drain)
SA:     Con drain, create spawn
SQ:     Darkvision 60', Daylight Powerlessness, +2 Turn Resist, 
          Unnatural Aura
Saves:  Fort +1, Ref +6, Will +10
Stats:  Str -, Dex 20, Con -, Int 17, Wis 16, Cha 20

Wr Skills:  Diplomacy +8, Hide +14, Intimidate +12, Listen +15, Search +12, 
            Sense Motive +9, Spot +15, Survival +3 (+5 following tracks)

Sor Skills: Concentration +5, Spellcraft +5

Bonus Feats: Alertness, Improved Initiative
Feats:       Blind Fighting, Combat Reflexes, Eschew Materials

Spells/Day	0 / 1 
		5   6

Spells Known	0(4)			1(2)
		Daze			Color Spray
                Detect Magic		Obscuring Mist
                Mage Hand               Shield
                Message
                Ray of Frost

Code:
[b]Equipment[/b]
  Brazier of Fire Elementals                    100,000
  Darkskull                                      60,000
  Mithral Breastplate +4                         20,350
  PoP IV                                         16,000
  Phylactery of Rebuking			 11,000
  PoP III 					  9,000
  Ring of Counterspells(Searing Light)		  4,000
  Brooch of Shielding				  1,500

  Big Bag o' Opals                                5,000
    (for [i]Animate Dead[/i])

  Unholy Font                                       100
    (for [i]Scry[/i])

  Unholy Water x20                                  500
  Silver Dust  x20                                  500
    (for [i]Desecrate[/i])

  Carts full of 150 & 300lb boulders                ???
    (for [i]Telekinesis[/i])

  Bolts(10)	x5000				  5,000
    (extra ammo for the Kobolds)

  Permanent CL 20 [i]Telepathic Bond[/i]                14,500

Total						246,950

The cleric (general) and Wraith Sorcerers are unequipped.

The Wraith Sorcerers serve as aides/personal guard.

The Skeletal Wolves are as per the MM.

The Zombie Kobolds are as per the MM except swap 'Toughness' for 'Rapid Reload'.

The main body of the army is 10 companies of 100 Zombie Kobold crossbowmen led by a Wraith and defended by 20 Skeletal Wolf light cavalry.

The remaining 50 Skeletal Wolves are a reserve force.
 
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IC

Dismounting Ravage, Hunt Master of the Pack looked around at his dark and gloomy surroundings. A bodyguard of Wolf-Born stood by, each of them ready for any treachery that might ensue.
Nonetheless His Eminence The Dark Hunter had been emphatic that despite their unnatural state, these spirits be treated with due respect as potentially valuable allies

'Typical for the Undead to choose such a place for our rendevouz' he sneered as a chill wind crept over his shoulders and he waited for the Ghosts Lieutenant to appear...

(ooc Hi Pyrex wanna make an Alliance now?)
 

OOC: Fieari has already stated that all evil armies are allied, but has left the level of cooperation to us. So here goes... :)

As twilight fades into night a shimmering form approaches from the distance. As it nears you make out the translucent ghostly form of a cleric dressed in armor and ready for battle who drifts toward the clearing flanked by a pair of wraiths.

"You must be Ravage. I am Kael."
 

Tonguez said:
Not sure if this Army is illegal according to the Baseline rules but its my first draft draft:D

Looks to me like you don't have enough support for your were-rangers.
CR 5.23 puts them just above baseline so 10 of them require 273 support units. You only have 195.

Fieari, can I purchase an evil version of the 'Phylactery of Undead Turning'?
 
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Exactly what effect would the evil version of it have? Bonus to rebuke?

And yeah.. the were-rangers require you to have 78 more units, which you can't quite afford right now. You'll need to do a bit of shuffling.
 

The 'good' version grants a bonus to turn/destroy. I would expect an 'evil' version to provide the same bonus to rebuke/command/bolster.
 


The Wolves of the North

Heavy Cavalry (Speed 50, 30 dismounted)
Commander Ul'az of the Clan Shieldflown. A powerful Hobgoblin Bard touched by the Divine. He united the Clans throughout the Blood Spike Mountains. His goal is to stay in power. He plans to do that through raiding the lowlands and looting everything possible.

Lieutenant Rilek of the Clan Shieldflown. A priest and close friend of Ul'az.

Sergent Lem'od of the Clan Swampcutter. A Bugbear who serves as Ul'az's bodyguard and enforcer.

The unit is further composed of six Hobgoblin Fighters. The entire unit rides Dire Wolves into battle. The wolves have been trained from birth by the Clan Shieldflown to serve as mounts.

Light Cavalry (Speed 50, 20 dismounted)
This unit consists of eighteen Goblin Fighters of the Clan Rockwood. They ride Worgs.

Feral Infantry (Speed 50)
Bugbears from the Clan Swampcutter. They are quite rightly feared as savage warriors.

Code:
*Hobgoblin of Legend Bard6 x1 (CR7.82) = 60.84 points
*Hobgoblin Cleric5 x1 (CR5) = 25 points
*Bugbear Fighter3 x1 (CR4.9) = 24.01 points
Hobgoblin Fighter3 x6 (CR4) = 96 points
Dire Wolf Warbeast x9 (CR5) = 225 points
Goblin Fighter1 x18 (CR1.66) = 49.5 points
Worg x18 (CR3) = 162 points
Feral Bugbear Barbarian1 x17 (CR4.5) = 344.25 points

Total: 986.60
*Leveled without equipment

Stat blocks forthcoming. I think I got the numbers right.
 

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