Serpenteye
First Post
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The Legion of Darkness
Unit Breakdown
Above Baseline Unit:
1 Shade Wizard lvl 9 -- CR11 -- Point Value 121.
Support Units:
22 lvl1 Clerics -- CR1 -- Point Value 22.
32 lvl1 Wizards -- CR1 -- Point Value 32.
4 lvl4 Fighters -- CR4 -- Point Value 48.
74 Shadows -- CR3,5 -- Point Value 777 (10,5 x 74)
Lvl 1 Cleric (Human 21, Dwarven 7, Halfling 2, Goblin 1, Elf 1)
Str 8/-1, Dex 12/+1, Con 14/+2, Int 13/+1, Wis 15/+2, Cha 10/+0. (+-Racial bonuses) Unit Speed 15. AC 17. Spells (at least one of each spell in the book, in the entire unit, mostly buffing)
Equipment: Chain Shirt 100 gp, Lg steel shield 20, Heavy Mace 12, minor items 10. AC 16. Cost 142gp -100 (baseline wealth) = 42gp.
Unit Equipment (divided within the unit):
Divine Scrolls:
5x Obscuring Mist (25gp)........125gp
5x Fog Cloud (150gp)............750gp
5x Sound Burst (150gp)..........750gp
5x Invisibility Purge (375gp)..1875gp
Unit cost: 4424 gp.
Lvl1 Wizards (Human 13, Elven 4, Gnome 2)
Str 8/-1, Dex 12/+1, Con 14/+2, Int 15/+2, Wis 13/+1, Cha 10/+0. Unit Speed 30. AC 11. Spells (Mostly defensive) Initiative +5 (Dex+1 Improved Initiative +4). Feats: Improved Initiative.
Equipment: Minor items 20 gp. Cost 20 -100 (baseline wealth) -80 gp
Unit Equipment (divided within the unit):
Arcane Scrolls:
5x Obscuring Mist (25gp)........125gp
5x Fog Cloud (150gp)............750gp
3x Pyrotechnics (150 gp)........450gp
10x Fireball (375gp)...........3750gp
5x Slow (375gp)................1875gp
3x Wall of Fire (700 gp).......2100gp
6x Cloudkill (1125gp)..........6720gp
4x Acid Fog (1650gp)...........6600gp
Unit Cost: 29810 gp.
lvl4 Fighter (Human)
Str 14/+2, Dex 12/+1, Con 16/+3, Int 10/+0, Wis 13/+1, Cha 8/-1. Unit Speed 20. AC 23. HD 4d10+12 = 38,5 HP. Attack +7. Damage 1d8+3 (longsword +1). Feats: Improved Initiative, Power Attack, Cleave.
Equipment: Full Plate armour+1 2200gp, Lg steel shield+1 20gp, Longsword+1 2315gp, minor items 10. Cost 5525 gp -6400 (baseline wealth) = 885 surplus.
Unit equipment: 3x Horn of Blasting 60'000gp, Drums of Panic 30'000gp. Unit Cost 86'050gp.
Shadow.
Medium Undead (Incorporeal). Hit Dice: 3d12 (19 hp). Initiative: +4. . Speed: Fly 40 ft. (good). Unit Speed Fly 40 ft. . Armor Class: 18 (+4 Dex, +4 deflection), touch 18, flat-footed 14. . Base Attack/Grapple: +1/-. Attack: Incorporeal touch +5 melee (1d6 Str). Full Attack: Incorporeal touch +3 melee (1d6 Str). . Space/Reach: 5 ft./5 ft. . Special Attacks: Create spawn, strength damage. . Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits. . Saves: Fort +1, Ref +5, Will +5. . Abilities: Str -, Dex 18/+4, Con -, Int 8/-1, Wis 15/+2, Cha 18/+4. . Skills: Hide 6*, Listen 8, Search 4, Spot 8. . Feats: Blind-Fight, Flyby Attack. . Challenge Rating: 3 (4 with UK).
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.
Equipment: 0gp. Unit cost: 0 gp.
Zatahar the Dark Master
Shade (Human, Outsider) Wizard 9:
Str: 8/-1, Dex: 10/0, Con: 20/+5 *22/+6, Int: 22/+6, Wis: 11/0, Cha: 12/+1 *14/+2.
HP: 67 (22+45), *76 (22+54)
Initiative: +0
Speed: 30ft *50 ft
Age: 210 years
Height: 6'2"
Weight: 130 lbs
AC: 20 (10+6+4), Flatfooted 20, Touch 14.
Bab/Grapple: 4/3
Attack: 3 *5
Damage: By weapon, *+2
Fort +8 *+13
Ref +3 *+7
Will +6 *+10
Feats: 6
Skillpoints: 96.
Skills:
Concentration (Con)......17(12+5*+1)
Diplomacy (Cha)..........7 (12+1*+1)
Knowledge (The Planes)...18 (12+6)
Knowledge (Warfare)......18 (12+6)
Knowledge (Religion).....18 (12+6)
Knowledge (Nobility).....18 (12+6)
Scry (Int)...............18 (12+6)
Spellcraft (Int).........18 (12+6)
Listen (Wis).............4 (0+0+4)
Spot (Wis)...............4 (0+0+4)
Hide (Dex)...............8 (0+0+8)
Move Silently (Dex)......8 (0+0+8)
*: Within Shadows or Darkness /*
Languages: Abyssal, Common, Celestial, Infernal, Draconic, Elven, Undercommon.
Special Abilities:
Control Light (Sp)
Fast Healing 2
Invisibility (Sp)
Shadesight (Sp)
Shadow Image (Sp)
Shadow Stride (Sp)
Shadow Travel (Sp)
SR 20.
Spells:
0:4
1:6
2:6
3:4
4:3
5:2
Spells Known:
0: all
1: 11+3. Cost 150gp.
Alarm. Protection from Good. Shield. Mage Armor. Obscuring Mist. Comprehend Languages. Identify. Charm Person. Magic Missile. Disguise Self. Magic Aura. Ventriloquism. Expeditious Retreat. Darkness.
2: 4+15. Cost 1500gp.
Protection from Arrows. Resist Energy. Acid Arrow. Web. Detect Thoughts. Locate Object. See Invisibility. Touch of Idiocy. Blur. Invisibility. Mirror Image. Blindness/Deafness. Command Undead. Spectral Hand. Alter Self. Bear's Endurance. Cat's Grace. Pyrotechnics. Whispering Wind.
3: 4+17. Cost 2550gp.
Dispel Magic. Explosive Runes. Magic Circle against Good. Nondetection. Protection from Energy. Stinking Cloud. Arcane Sight. Tongues. Suggestion. Fireball. Wind Wall. Displacement. Invisibility Sphere. Major Image. Vampiric Touch. Blink. Fly. Gaseous Form. Haste. Magic Weapon, Greater. Slow.
4: 4+15. Cost 3000gp.
Dimensional Anchor. Globe of Invulnerability, Lesser. Remove Curse. Stoneskin. Black Tentacles. Detect Scrying. Locate Creature. Scrying. Charm Monster. Geas, Lesser. Wall of Fire. Hallucinatory Terrain. Invisibility, Greater. Bestow Curse. Contagion. Enervation. Mnemonic Enhancer. Polymorph Other. Stone Shape.
5: 2+22. Cost 5500gp.
Animate Dead. Dismissal. Mage's Private Sanctum. Cloudkill. Planar Binding, Lesser. Summon Monster V. Teleport. Wall of Stone. Prying Eyes. Telepathic Bond. Dominate Person. Hold Monster. Cone of Cold. Sending. Wall of Force. Dream. False Vision. Nightmare. Persistent Image. Shadow Evocation. Magic Jar. Telekinesis. Transmute Rock to Mud. Permanency.
Equipment:
Amulet of Con+6: 36'000 gp
Headband of Int+6: 36'000 gp
Bracers of Armour +6: 36'000 gp
Cloak of resistance +5: 25'000 gp
Portable Hole: 20'000 gp
2x Scrolls of Mages Disjunction (3825gp)..7650gp
2x Blessed Book: 19'000gp
312534 gps
70466 gp remaining
Stronghold:
The Pit of Despair.
Deep under The Mountain of Devil's Tooth, in the north and far away from settled lands, lies the vast and hidden dungeon complex Zatahar Krachan (Zatahar's Labyrinth), also known as the Pit of Despair (though few know of it).
Three hidden entrances mid-to-high on the slopes of the mountain lead down trough twisting passages for miles into the granite mountain. The passages are each dangerously trapped and wildly branching, dead ends and hidden pitfalls are everywhere. Long sections of the tunnels are rigged to collapse and boulder traps have been prepared to sweep clean miles of the tunnels. An underground river is put to excellent use and sections of the dungeon can be filled with water with the opening and closing of two hidden doors.
Towards the middle of the descent the intruders will be attacked by Shadows, small numbers at first to test their opponents and then scores of them at once. The Shadows will strike from inside the walls of the tunnels or make flyby attacks against their foes, always ending their round safely in full concealment. At irregular intervals towards the center of the mountain there are concealed spaces within the walls of the tunnels, only accessable from further in, from which Dominated slaves can spy on intruders and trigger traps by flipping a switch (most of those traps would be nearly impossible to disarm). Then things get really difficult for intruders.
The tunnels, which have been mostly descending for miles upon miles, now begin to ascend. Soon after that the Forbiddance effect kicks in. In all 3 Forbiddance spells have been cast in the complex, at a great expense, to block all planar travel and to inflict damage on all non CE beings entering the area. The traps continue with greater frequency further in and new killing fields and ambush zones are set up. Once the enemy has reached this far they will be faced with small groups of 1st-level Wizards and Clerics (hidden in little bolt-holes in the walls) who will use their scrolls to devastating effect in conjunction with larger numbers of attacking Shadows. Heavy sliding doors will stall the enemy approach, only to unleash a floodwave of water once broken trough to flush the enemy back down. The water will then drain off trough small cracks in the stone and the section of the dungeon won't be flooded for long once the flow has been redirected.
The traps become ever more brutal, until at last the heart of the dungeon is reached. In several large caverns mushrooms are grown by slaves to feed the living population. The slaves live here in cramped and miserable conditions. Further in, behind another ambush zone, are the quarters of Zatahar's higher ranking servants and troops. Storage facilities. A small temple to a dark and nameless God. More traps, and then the inner sanctum where Zatahar the Dark Master dwells in lightless halls, splendid in their stark simplicity.
72000gp/2 = 36000gp for components for the Forbiddance spells, 2880 gp to pay an 16th lvl Cleric to cast it.
48 60ft squares = 10'368'000 square feet covered.
Pool of Scrying, 7,500 gp
Inscriptions of Privacy, 14000 gp
Fierari
How much would the stronghold itself cost, including all traps?
The Legion of Darkness
Unit Breakdown
Above Baseline Unit:
1 Shade Wizard lvl 9 -- CR11 -- Point Value 121.
Support Units:
22 lvl1 Clerics -- CR1 -- Point Value 22.
32 lvl1 Wizards -- CR1 -- Point Value 32.
4 lvl4 Fighters -- CR4 -- Point Value 48.
74 Shadows -- CR3,5 -- Point Value 777 (10,5 x 74)
Lvl 1 Cleric (Human 21, Dwarven 7, Halfling 2, Goblin 1, Elf 1)
Str 8/-1, Dex 12/+1, Con 14/+2, Int 13/+1, Wis 15/+2, Cha 10/+0. (+-Racial bonuses) Unit Speed 15. AC 17. Spells (at least one of each spell in the book, in the entire unit, mostly buffing)
Equipment: Chain Shirt 100 gp, Lg steel shield 20, Heavy Mace 12, minor items 10. AC 16. Cost 142gp -100 (baseline wealth) = 42gp.
Unit Equipment (divided within the unit):
Divine Scrolls:
5x Obscuring Mist (25gp)........125gp
5x Fog Cloud (150gp)............750gp
5x Sound Burst (150gp)..........750gp
5x Invisibility Purge (375gp)..1875gp
Unit cost: 4424 gp.
Lvl1 Wizards (Human 13, Elven 4, Gnome 2)
Str 8/-1, Dex 12/+1, Con 14/+2, Int 15/+2, Wis 13/+1, Cha 10/+0. Unit Speed 30. AC 11. Spells (Mostly defensive) Initiative +5 (Dex+1 Improved Initiative +4). Feats: Improved Initiative.
Equipment: Minor items 20 gp. Cost 20 -100 (baseline wealth) -80 gp
Unit Equipment (divided within the unit):
Arcane Scrolls:
5x Obscuring Mist (25gp)........125gp
5x Fog Cloud (150gp)............750gp
3x Pyrotechnics (150 gp)........450gp
10x Fireball (375gp)...........3750gp
5x Slow (375gp)................1875gp
3x Wall of Fire (700 gp).......2100gp
6x Cloudkill (1125gp)..........6720gp
4x Acid Fog (1650gp)...........6600gp
Unit Cost: 29810 gp.
lvl4 Fighter (Human)
Str 14/+2, Dex 12/+1, Con 16/+3, Int 10/+0, Wis 13/+1, Cha 8/-1. Unit Speed 20. AC 23. HD 4d10+12 = 38,5 HP. Attack +7. Damage 1d8+3 (longsword +1). Feats: Improved Initiative, Power Attack, Cleave.
Equipment: Full Plate armour+1 2200gp, Lg steel shield+1 20gp, Longsword+1 2315gp, minor items 10. Cost 5525 gp -6400 (baseline wealth) = 885 surplus.
Unit equipment: 3x Horn of Blasting 60'000gp, Drums of Panic 30'000gp. Unit Cost 86'050gp.
Shadow.
Medium Undead (Incorporeal). Hit Dice: 3d12 (19 hp). Initiative: +4. . Speed: Fly 40 ft. (good). Unit Speed Fly 40 ft. . Armor Class: 18 (+4 Dex, +4 deflection), touch 18, flat-footed 14. . Base Attack/Grapple: +1/-. Attack: Incorporeal touch +5 melee (1d6 Str). Full Attack: Incorporeal touch +3 melee (1d6 Str). . Space/Reach: 5 ft./5 ft. . Special Attacks: Create spawn, strength damage. . Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits. . Saves: Fort +1, Ref +5, Will +5. . Abilities: Str -, Dex 18/+4, Con -, Int 8/-1, Wis 15/+2, Cha 18/+4. . Skills: Hide 6*, Listen 8, Search 4, Spot 8. . Feats: Blind-Fight, Flyby Attack. . Challenge Rating: 3 (4 with UK).
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.
Equipment: 0gp. Unit cost: 0 gp.
Zatahar the Dark Master
Shade (Human, Outsider) Wizard 9:
Str: 8/-1, Dex: 10/0, Con: 20/+5 *22/+6, Int: 22/+6, Wis: 11/0, Cha: 12/+1 *14/+2.
HP: 67 (22+45), *76 (22+54)
Initiative: +0
Speed: 30ft *50 ft
Age: 210 years
Height: 6'2"
Weight: 130 lbs
AC: 20 (10+6+4), Flatfooted 20, Touch 14.
Bab/Grapple: 4/3
Attack: 3 *5
Damage: By weapon, *+2
Fort +8 *+13
Ref +3 *+7
Will +6 *+10
Feats: 6
Skillpoints: 96.
Skills:
Concentration (Con)......17(12+5*+1)
Diplomacy (Cha)..........7 (12+1*+1)
Knowledge (The Planes)...18 (12+6)
Knowledge (Warfare)......18 (12+6)
Knowledge (Religion).....18 (12+6)
Knowledge (Nobility).....18 (12+6)
Scry (Int)...............18 (12+6)
Spellcraft (Int).........18 (12+6)
Listen (Wis).............4 (0+0+4)
Spot (Wis)...............4 (0+0+4)
Hide (Dex)...............8 (0+0+8)
Move Silently (Dex)......8 (0+0+8)
*: Within Shadows or Darkness /*
Languages: Abyssal, Common, Celestial, Infernal, Draconic, Elven, Undercommon.
Special Abilities:
Control Light (Sp)
Fast Healing 2
Invisibility (Sp)
Shadesight (Sp)
Shadow Image (Sp)
Shadow Stride (Sp)
Shadow Travel (Sp)
SR 20.
Spells:
0:4
1:6
2:6
3:4
4:3
5:2
Spells Known:
0: all
1: 11+3. Cost 150gp.
Alarm. Protection from Good. Shield. Mage Armor. Obscuring Mist. Comprehend Languages. Identify. Charm Person. Magic Missile. Disguise Self. Magic Aura. Ventriloquism. Expeditious Retreat. Darkness.
2: 4+15. Cost 1500gp.
Protection from Arrows. Resist Energy. Acid Arrow. Web. Detect Thoughts. Locate Object. See Invisibility. Touch of Idiocy. Blur. Invisibility. Mirror Image. Blindness/Deafness. Command Undead. Spectral Hand. Alter Self. Bear's Endurance. Cat's Grace. Pyrotechnics. Whispering Wind.
3: 4+17. Cost 2550gp.
Dispel Magic. Explosive Runes. Magic Circle against Good. Nondetection. Protection from Energy. Stinking Cloud. Arcane Sight. Tongues. Suggestion. Fireball. Wind Wall. Displacement. Invisibility Sphere. Major Image. Vampiric Touch. Blink. Fly. Gaseous Form. Haste. Magic Weapon, Greater. Slow.
4: 4+15. Cost 3000gp.
Dimensional Anchor. Globe of Invulnerability, Lesser. Remove Curse. Stoneskin. Black Tentacles. Detect Scrying. Locate Creature. Scrying. Charm Monster. Geas, Lesser. Wall of Fire. Hallucinatory Terrain. Invisibility, Greater. Bestow Curse. Contagion. Enervation. Mnemonic Enhancer. Polymorph Other. Stone Shape.
5: 2+22. Cost 5500gp.
Animate Dead. Dismissal. Mage's Private Sanctum. Cloudkill. Planar Binding, Lesser. Summon Monster V. Teleport. Wall of Stone. Prying Eyes. Telepathic Bond. Dominate Person. Hold Monster. Cone of Cold. Sending. Wall of Force. Dream. False Vision. Nightmare. Persistent Image. Shadow Evocation. Magic Jar. Telekinesis. Transmute Rock to Mud. Permanency.
Equipment:
Amulet of Con+6: 36'000 gp
Headband of Int+6: 36'000 gp
Bracers of Armour +6: 36'000 gp
Cloak of resistance +5: 25'000 gp
Portable Hole: 20'000 gp
2x Scrolls of Mages Disjunction (3825gp)..7650gp
2x Blessed Book: 19'000gp
312534 gps
70466 gp remaining
Stronghold:
The Pit of Despair.
Deep under The Mountain of Devil's Tooth, in the north and far away from settled lands, lies the vast and hidden dungeon complex Zatahar Krachan (Zatahar's Labyrinth), also known as the Pit of Despair (though few know of it).
Three hidden entrances mid-to-high on the slopes of the mountain lead down trough twisting passages for miles into the granite mountain. The passages are each dangerously trapped and wildly branching, dead ends and hidden pitfalls are everywhere. Long sections of the tunnels are rigged to collapse and boulder traps have been prepared to sweep clean miles of the tunnels. An underground river is put to excellent use and sections of the dungeon can be filled with water with the opening and closing of two hidden doors.
Towards the middle of the descent the intruders will be attacked by Shadows, small numbers at first to test their opponents and then scores of them at once. The Shadows will strike from inside the walls of the tunnels or make flyby attacks against their foes, always ending their round safely in full concealment. At irregular intervals towards the center of the mountain there are concealed spaces within the walls of the tunnels, only accessable from further in, from which Dominated slaves can spy on intruders and trigger traps by flipping a switch (most of those traps would be nearly impossible to disarm). Then things get really difficult for intruders.
The tunnels, which have been mostly descending for miles upon miles, now begin to ascend. Soon after that the Forbiddance effect kicks in. In all 3 Forbiddance spells have been cast in the complex, at a great expense, to block all planar travel and to inflict damage on all non CE beings entering the area. The traps continue with greater frequency further in and new killing fields and ambush zones are set up. Once the enemy has reached this far they will be faced with small groups of 1st-level Wizards and Clerics (hidden in little bolt-holes in the walls) who will use their scrolls to devastating effect in conjunction with larger numbers of attacking Shadows. Heavy sliding doors will stall the enemy approach, only to unleash a floodwave of water once broken trough to flush the enemy back down. The water will then drain off trough small cracks in the stone and the section of the dungeon won't be flooded for long once the flow has been redirected.
The traps become ever more brutal, until at last the heart of the dungeon is reached. In several large caverns mushrooms are grown by slaves to feed the living population. The slaves live here in cramped and miserable conditions. Further in, behind another ambush zone, are the quarters of Zatahar's higher ranking servants and troops. Storage facilities. A small temple to a dark and nameless God. More traps, and then the inner sanctum where Zatahar the Dark Master dwells in lightless halls, splendid in their stark simplicity.
72000gp/2 = 36000gp for components for the Forbiddance spells, 2880 gp to pay an 16th lvl Cleric to cast it.
48 60ft squares = 10'368'000 square feet covered.
Pool of Scrying, 7,500 gp
Inscriptions of Privacy, 14000 gp
Fierari

How much would the stronghold itself cost, including all traps?
Last edited: