D&D Wargaming *ARMIES OF EVIL*

I'm not trying to sabotage your efforts. I'm trying to make sure that your CR 15 creature is roughly equivalent to other CR 15 generals and other CR 15 creatures in UK's doc.

At any rate, before either of us gets any more irritated with the other, I surrender.
I hereby pass the buck to Fieari and will refrain from making further comments about your general.
 

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Sorry, I overreacted. I have put a lot of work into this and it is frustrating to keep getting shot down by proxy. I'll accept the DMs decision, whatever that may be, but I can not show you the same obedience. I hope you can understand that.
Let's be friends, ok? ;) *Handshake*
 

*nod* I am not the DM. That's why I try to frame my comments as suggestions. ;)

We're all here to have fun, and the game is more fun if it's fair.

Balance is tricky. Even moreso when starting from scratch with an inherently flawed point-based system.
 


Fortifications to Heart Fang

herðtoð - Translated (Old English) Heartfang

Large Town: Population 4,282
Racial Mix (Isolated)
Humans: 4,111
Kobolds: 85
Other: 86

Fortress: A monstrosity of stone covered with carved faces and demonic statues. Situated above a deep, dark pit that is rumored to be a gate to the abyss itself, this fortress floats, stationary, above the darkness (foundation of immovable rods). It has room for your army inside, but not for the town's population. The drawbridge is created from a magical object that casts a wall of force to connect the gate to the ground, at an angle.

Town: This is an oppressed town, forced to grow food... a terribly trying task with rains of ash coming from the sky, and rarely any sunlight that filters through... and the best of it is always taxed away. In addition, spices and herbs and richer plants, including rather intricate poisons, are grown... these are ALL taken. The population is barely surviving, and they tend to live more of mushrooms growing on the sides of their wooden homes then on the food that they grow.

Located: On the Shadowed Moor, about 80 miles west and 60 miles south of the center of said moor, where the capital is located.

Spells:

With the exception of the mirror room, the entire tower is under the effects of Forbiddance. (6,000gp; enough to cover 300 stronghold spaces)

The mirror room is under the effect of an Unhallow with Detect Good. (4,000 gp)

The Fortress benefits from both a Veil of Obscurity, and an Illusory Landscape, between the two of them, the Pit looks like a smoking volcanic crater (the illusory landscape makes the pit look like a crater, and the Veil edits out the Tower). The Townsfolk have been warned away from the area, due to dangerous gases. The Townsfolk have little reason to disbelieve this, as everyone who has explored the crater has not returned, and the denizens of the fortress usually portal into the basement of the church or townhall through the mirror when they need to visit the town. (39,000 gp)

The Fortress has 6 Permanent Symbols of Death (1 on each wall facing, the rooftop, and the bottom of the tower). These are billboard size, illuminated by bright luminaries, and triggered by good creatures reading them, Dreadlord Crowe, and his Captains are attuned to them. (84,000 gp). Normally not visible due to the Illusions protecting the fortress, but those that view or scry the fortress with True Seeing have a very good chance of detonating one.

Secure Chamber and Inscriptions of Privacy protect the mirror room. (74,000gp)

Water is supplied to the keep by a Decanter of Endless Water (9,000 gp), which fills a central cistern for the keep.

There is a Wondrous Whisperer in the Mirror Room, the Town Hall, and the Town’s Temple. These allow communication between the fortress and the Town. The villagers do not know where the Fortress is, they simply plead for a meeting and troops from the Fortress show up, all they know is that they are watched over and guarded by a mighty host of the Dark One. (9,000 gp)

The Fortress is equipped with a Bier of Inquisition (7,500 gp)

The Fortress is equipped with 2 Warding Bells, 1 at the front gate, 1 in a guard room overlooking the mirror room. (14,400)

The Entrance to the Mirror Room has an Iron Portcullis and an Iron Door with an Amazing (DC 40) lock. (1,400 gp)

Total 248,300 gp

2,700 gp remaining
 

Crowe, it's funny, but about 15 minutes or so before you posted your readiness to enter, one of the good guys also posted his readiness.

You may enter the game propper, the current in game time is Day 2, 9:03am.
 





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