D&D Wargaming *ARMIES OF EVIL*

Almost ready for play...

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?
 
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Drakknyte32 said:
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.

:heh: Am I not evil enough?

My force is versatile enough to be used for reconnoisance, to harrass enemy armies on the march and in their camps to wear them down, and as a weapon of terror against their civilian populations. My clerics and wizards can unleash terrible power on the battlefield for a very limited time, but their use is mostly defensive. My stronghold is also pretty well-protected.

Who wants to ally with me? :)
 

Drakknyte & Serpenteye:

I see no reason for us not to ally, their is strength in numbers, and dissension will only serve to weaken the Dark Sovereign's Plan. You have my pledge of support and assistance.

Re,

Old Crowe
 

Serpenteye, I'm interested in all alliences. I want to make as many as I can.
Just imagine what we could all do together.

Me and Uriel ruling the skies, sweeping down and unleashing fiery devastation upon ground based melee units.
You and Crowe upon the ground, sweeping up the scattered remnants and destroying the dreaded archers.
Tonguez backing all of us up, his magic altering the land at a whim and destroying powerful units.
All capable of striking anywhere due to the mirror of mental prowess.

If we do join up are you guys interested in making a joint stronghold?
With our combined resources and troops we could make a truly impenetrable fortress.

Just a note, I expect the spoils of war to be split evenly between all parties involved, regardless of their effectiveness in a fight. There may be only a partial share if only a part of your troops join the fight though (Half your army gets you half a share). The exception to this is when it has been agreed that the other troops will remain behind to defend, In which case they count as being in the fight. Is this okay with others?

More questions for Fieari.
What happens when a leader dies? Is it game over for that character? Do they get to restart with a new army? Does the leader get resurrected but lose a lot of money and reputation?(I vote for the third one, don't subtract levels though, too much trouble with monster leaders)

I'm asking because I'm going up against a leader soon and I hate to think I'll lose everything just because he got lucky with a finger of death.

Also would it be okay to have the FireKings alignment be Lawful Evil. I know reds are supposed to always be chaotic evil but it would help show the difference between the FireKing and a normal red. It is also much closer to the way I roleplay him. He isn't very chaotic, he's constantly planning and works to make full use of his resources, he also prefers to work with other leaders.
 
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Fieari, I'm still waiting for the answers to my previous questions. To make things simpler for you I will recap them here.

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.

And a question to end things off with, Are there other planes? How do we interact with them.

Also I am going to (slowly) work towards becoming a Dragon Ascendent.
Could you give me more information about the class and tell me what the feats (Draconic Knowledge, Fast Healing, Improved speed) are?
My Email is Drakk_Nyte32@hotmail.com but I don't check it too often so if you email me the information please post here to let me know.

Is our capital city able to defend itself?

Thats all for now.
 

A joint stronghold is a good idea, with 2 mirrors we should be able to defend our whole territory from there with no need for outlying garrisons. We would save a lot of resources and the stronghold would be nearly impenetrable.
I think my character is a bit too independent-minded and proud to share accomodations with his equals in rank, though, and it might be good to have a few places as backups in case the good guys somehow managed to pull the mountain down on our heads. ... I'm undecided.

Fierari
What is your ruling on spawning undead? Do they work according to the core rules, or are they nerfed somehow? In that case is their CR decreased, and by how much?
 

Actually, now that I think about it we don't even need a joint stronghold.
Between our telepathic bond and the mirrors we can move all our forces against any attack on any stronghold. I doubt the forces of good could survive against 4 or 5 combined armies.

They'll also be good for offense. Check out how me and Tonguez are going to hit the city in the mountains. I'm seriously considering turning it into our forward base of operations after we kill the defenders.
 

I think we're better off torching the place and killing or enslaving the population. We don't know just how powerful the Good side is, they may be able to retake the city if we give them the chance and they would regain some of their prestige by doing so. Prestige equals power-points, and it is essential that we deny our enemies that.
The city will be an easier target for them than our own bases in the north, and trying to hold it will only drain our resources. Far better to provoke them into ill-condsidered attacks and raids against our stronger positions, or that we keep them on the defensive with a terror campaign of genocidal proportions.
The best tactics for us is probably to stay on the move, stay offensive, and let the homeland of our enemies be our battlefield and granary. The Mirrors make sure that we do not need any forward bases.
 

I suggest at least 2 Strongholds, ideally, I would like to see teams of 2 players per stronghold, each with a mirror (of course, provisions should be made for a seperate sanctum for each player within the stronghold, and external boltholds as well, we are evil and not exactly trusting after all). The more strongholds we have, the less able Good is able to concentrate their forces on us, while we have the opportunity to concentrate our forces at will with the mirrors. Having two players in 1 Stronghold allows 1 player to attack, and the other defend, making the fortress always defended, and the defending player can close and reopen the gate, allowing nothing to "slip through", and also allowing the flexibility of giving different exit and entry gate points (the location given telepathically to the attacking general) in case the raiding force is cutoff due to Dimensional Anchor or what not. Also, it is always good to have a place to retreat to, just in case the saying "Nothing is impenetrable" proves true. Also, the loss of both Mirrors could severely hamper our ability to attack/defend, while we could limp by on one. Reading the IC thread, it seems that your location is at least partially compromised, Drakknyte, I suggest you take measures against Teleportation incursions. Since your location is known (somewhat), it may be a good idea to route forces from the second stronghold to yours (either by the mirror, or a permanent teleportation circle), to give the APPEARANCE, that we only have one mirror and one fortress.

My thoughts,

C. Rowe
 

2 Strongholds will work well. I plan on sharing my mountain with Tonguez if he doesn't mind. I plan on reinforcing it with the first spoils of war.

My stronghold is very lightly defended during the raid but I figure if something shows up the kobalds could delay them until the rest of our combined forces could return. 50 spread out kobalds and varius traps aren't overly easy to get through.

Right now I'm taking a major gamble. I'm committing the total forces of both evil armies currently on the board to this one strike. If something goes wrong we could be in trouble but if this works it will be an excellent first strike.
 

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