D&D Wargaming *ARMIES OF EVIL*

Yeah, while custom creatures are okay, blatent min/maxing for CR is not. Any custom monsters had better be something I could reasonably expect to see in a monster manual. Additionally, I'm going to mentally compare your creature to other things of the same UK CR level.
 

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Now it's time for constructive feedback.

I really like the concept of shadow-native spellcaster. I think it's possible to build something thats thematic, cool and powerful while not wringing every last drop of cheese from the system.

Proposal:
Increase HD to 12 or so.
Drop at least half of the non-thematic spell abilities.
Add a couple more thematic ones (Black Tentacles, Phantasmal Killer, Shadow Walk, Weird, etc)

Option2:
Increase hd to ~12 & integrate sorcerer levels (+12 Cha == !).
 

It is now ON. On with a vengence. I am throwing out my old army and starting over with a new one. I am not going to need much in the way of equipment so most of my horde will be going to building the Fortress of Devil Doom Evil. I made a sketch at work but I havn't done the numbers yet.

The Fortress will be completely underground with only one way in or out from the surface. Invaders will first have to decend a winding staircase. The steps have irregular heights so that unless you were watching carefully where you were going there is a chance you would fall. After that there would be a large cavern. The sand floor would make a bowl shaped depression. The cavern is filled with a permanent Solid Fog spell. I don't have the CR for it but I was thinking it would be a good place to put creatures with Tremorsense (like a Bulette). Once they pass the gate there is a corridor that turns right. I will try and put as much of the approach under an Unhallow and D. Anchor as possible to keep anyone from using spells to skip the obstacles. At the end of the hall is two permanent Symbols of Death. One set to go off at sight and one set to go off when someone passes through the next gate. Each gate has slits for archers and murder holes to pour hot stuff in. The idea being that whoever is defending the fortress can make a fighting retreat. Beyond that gate the corridor turns left and there is another room. This one had a trap set with M. Disjunction to go off. After this gate there is another room and gate (is there a pattern here?). The floor of this room is filled with lava or acid or something nasty. The Unhallow here is keyed to Dispel Magic in the middle of the room in case anyone tries to fly over it. Once the invader have run the guantlet they stand before the fortress proper. It is built into another large cavern. The cave and fortress is under a Forbiddence spell. The fortress is carved into the walls of the cavern. I imagine it looks like those indian cliff dwellings. The only way to get up is with rope ladders. There are tons of places for missile fire and more room for a fighting retreat. The door to the Keep is at the top of the cliff. The keep is under a Forbiddence and a Mages Private Sanctum spell. This is where we can make plans without being scried or suprised by mages. It will also serve as a last stand for the armies of evil (while we escape into the Underdark that is).

While I work on this does anyone have any devious plans or traps to add to the Fortress? Its time for us to start acting like the Bad Guys we are.

Lastly: to everyone who is still making an army. Buy a permanent Mind Blank for your leader!
 
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The Goblin King said:
While I work on this does anyone have any devious plans or traps to add to the Fortress? Its time for us to start acting like the Bad Guys we are.

I've got a few ideas in my army post. Help yourself to whatever looks effective. I especially believe in manually triggered boulder traps in long sloping hallways and sluices with tons of water to flush invaders into bottomless shadowinfested pits.

The Goblin King said:
Lastly: to everyone who is still making an army. Buy a permanent Mind Blank for your leader!

I already have (I hope...)
 

Instead of Comboing Unhallow and Dimensional Lock you should probably just Forbiddance the entire area as it doesn't expire every year.

What alignment are you keying the Forbiddance to? (I recommend Neutral Evil, no password)

You're probably going to want the Landlord feat to pay for the huge amount of wards & traps.

What are you planning for your general? What's the general composition of your new army?

Keep in mind we have to be able to get in/out. You should have a heavily guarded/warded 30'x30' or so room inside the keep that is covered by the Private Sanctum but not by the Forbiddance so that we can summon troops & teleport in/out.
 
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Lead lining people. I cannot stress this enough. You have no Idea what it is like being assaulted in your own fortress and knowing a couple thousand dollers worth of lead would have kept you safe.
 

Lead will stop a handful of spells (Locate object, some of the Detect spells) but doesn't stop either Scrying or Teleport.

You need significantly beefier wards (Private Sanctum and Forbiddance respectively) to block those.
 

It doesn't stop teleport, but it does stop scrying.
Scrying: A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment. Any creature with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active spell.

Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is so blocked.
 

*looks at the SRD*
Weird. My copy doesn't say that.

*goes and gets PHB*
My PHB doesn't say that either.

*Checks other sections of SRD*
Oh, there it is. You'd thing they'd list something like that in the description of Scrying...
 

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