D&D Wargaming *ARMIES OF EVIL*

PS I have 114.39 Troop Points left to spend - on support troops - anyone got any requests?

(me I'm thinking 'Scorpion bombs' - clay pots filled with scoripions for my mundane units to throw - best thing about it is that the (surviving) scorpions will all come home after they have killed their victims!)
 

log in or register to remove this ad

It'll cost at least 167,500gp and a spellcaster with Craft Wondrous Item and who also has learned: detect thoughts, clairaudience/clairvoyance, gate, and legend lore. It will take 167 days to complete the modification, during which time you will be unable to use the pool for anything. You'll also have to trust that the spellcaster isn't going to help himself to any of your hoard while you're out and about fighting the armies of good.

And remember: Red dragons don't spend their hoard. It just doesn't happen. You make it BIGGER, not SMALLER.
 

Definately interested in the pool of mental prowess idea. If that doesn't work what about a pool of greater scrying, How much would that cost?
And you still haven't answered my question about the casting time for the mirror.

How much would It cost to lead-line my base?

For support troops I would recommend either archers with longbows or burrowing units. The archers would make good gaurds and a good strike team with the mirror.

I recommend you put word of recall wherever the mirror is. That will allow you to recall to the mirror and open a gate pretty much anywhere.
I also recommend we pick one base to stash our stuff in and then use combined resources to heavily defend it.
My base is all underground and has 200 permanent kobald guards and 15 messenger mephits. It's also heavily laden with traps. However, It is closer to the enemy and more obvious than your base.
Your base is further away from the enemy and harder to spot. It is also harder to defend.
Either would work but right now I'm leaning towards yours.
 

Fieri you still haven't sent me the information I asked for earlier, can you please do that?

Remember, I'm not your average red. I want to increase my hoard but I want to increase my personal power as well. The best way to do that is to spend money.
 

Tonguez said:
PS I have 114.39 Troop Points left to spend - on support troops - anyone got any requests?

(me I'm thinking 'Scorpion bombs' - clay pots filled with scoripions for my mundane units to throw - best thing about it is that the (surviving) scorpions will all come home after they have killed their victims!)

I suggest that you use decaying corpses infested with Rot Grubs as ammunition. Once the projectiles land they will explode messilly and shower the surrounding area with nauseating gore. The Rot Grubs will be somewhat protected from the impact by the corpse they are infesting and many of them will survive their delivery to burrow into the enemy soldiers.
Scorpions would probably be mostly killed and would scatter in a smaller area because of their greater weight.
 
Last edited:

The mirror takes 10 minutes to shift targets. The mirror requires you to be familiar with the place you are looking at, but has no range limit.

Converting to a Pool of Greater Scrying costs 25,500gp, Craft Wondrous Item, and Greater Scrying.
 

Fieari said:
The mirror takes 10 minutes to shift targets. The mirror requires you to be familiar with the place you are looking at, but has no range limit..

Yep that was taken into consideration - with the Word of Recall. The Druid scous out the batlefield (either on Dragon back or in whirlwind form) he then uses Word of Recall to teleport back to the Mirror where the army is waiting to go through. - so the question for Fieari is:
Does him having scouted out the area count as being 'familiar' enough with the place for the Mirror to work?
 


My Army, Preliminary Build

The General

Human Wizard7/Loremaster8 (CR15) = 225 pts

Captains

Human Cleric 13 (Unequipped) (CR10.4) = 108.16 pts

"Grunfyrr" Rakshasa (CR 9) 81 pts

Casts as a 7th Level Sorcerer

Spells per day: 6/7/7/5

Spells Known:

0 [DC13]: detect magic, light, mage hand, message, read magic, resistance, touch of fatigue
1 [DC14]: charm person, mage armor, magic missile, shield, silent image
2 [DC15]: see invisibility, invisibility, melf's acid arrow
3 [DC16]: dispel magic, vampiric touch


4 Ogre Mages (CR6) = 144 pts

Troops

8 Squads composed of

12 Half-Orc Fighter1’s (CR1) (12 pts)
4 Half-Orc Ranger 1’s (CR.1) (4 pts)
1 Half-Orc Sorcerer1 (CR1) (1 pt)
1 Half-Orc Cleric1 (CR1) (1 pt)
1 Half-Orc Bard1 (CR1) (1 pt)
1 Half-Orc Rogue1 (CR1) (1 pt)

20 pts per squad, 160 pts total

2 Archer Squad composed of

10 Human Fighter1’s (CR 1) (10 pts)
10 Human Sorcerer1’s (CR 1) (10 pts)
1 Human Cleric1 (CR1.4) (1 pt)
1 Human Bard 1 (CR1.4) (1 pt)

22 pts per squad, 44pts total

1 Air Cavalry Squad composed of

15 Imps (CR3) 135 pts

1 Recon Squad composed of:
5 Doppelgangers (CR 3.5) (61.2 pts)
8 Goblin Rogue1/Ranger1 Scouts (CR2) (32 pts)
8 Wolves (8 pts)
101.2 pts per squad




Total 998.36 pts

Sneaky Rat Modifications

The Imp's will be using Erinyes as 1 of their alternate forms, and have flyby attack instead of Weapon Finesse for a Feat, Armed with Lances and lead by the true Erinyes, these guys should be alot of fun, Hell's Angels indeed.

The Ogre Mages are my tanks, and will be equipped with heavy armor, and magic weapons (as can be afforded), Feats Swapped to Power Attack and Cleave (and oh, can't I wait to tack on some fighter levels for Large and in Charge and Great Cleave).

The Hobgoblin Grunts have Phalanx Fighting and Weapon Focus (Longsword)instead of Alertness for Feats, AC is 18 instead of 15, they surround the core group (which are equipped with longspears), and with the buffs from them, shouldn't be totally helpless they need to be restated as well, as they are now PC types (essentially 20 man Adventure Groups)

Formation:

FFFF F=Fighter C=Cleric T=Rogue
FCTF B=Bard R=Ranger
FBSF
RRRRR

I am also seriously considering taking the Landlord Feat out of the Stronghold Builders Guide as my 9th level feat, this will provide me with an extra 50,000 gp to fortify my town, and you get extra funds as you level, might be something for everyone to consider.

Ideas? Thoughts? Useful Gear?

Pyrex, I am certainly interested in the Telepathic Bond, I value that ability alot, and since my Erinyes and Rakshasa are telepathic, it puts them in the net as well so to speak.


Re,

C. Rowe

NOTE EDITED UPDATE: I changed my grunts to Half-Orcs and Humans, and double my numbers of grunts , increased the power of my General, and added some Recon Units, and removed the Undead Spawn Generators, also, I exchanged my Erinyes for a Cleric (thought it would be more useful). A bit lighter in the loafers than I would prefer, but I have some ideas for some hit-and-run raids on the villages to cut my troops teeth a bit. The Rak and the Doppelgangers should be really good at infiltration/spying.

Notes: I am taking the Land Lord Feat (for my 9th level feat), at level 15, this will give me 300,000 gp towards my stronghold, plus whatever I spend out of pocket will be matched by the Dark Sovereign.

I too will be purchasing the highly useful Mirror of Mental Prowess. Pricey, but I took full equip on my general, and that got me another 337,000gp. With 2 of these, we can run double the number of raids, and help people out in a jam, or emergency extract.

Cash will be set aside for the telepathic bond
 
Last edited:

OldeCrow:
My army pretty much is recon, and I'm always looking for better alliances with the dark forces.
Join now and I'll throw in the air support for free :)
Your army sounds like it would be a good addition to mine and Tonguez.

Fieari:
Would thoroughly scrying an area count as being familiar enough to use the mirror on it? My IC post assumes so but it won't be too much trouble if it isn't.
 

Remove ads

Top