D&D Wargaming *ARMIES OF EVIL*

Wands of Fireball costs 11250gps each, and that's too expensive for something that can easily fall into the enemy's hands after a defeat. I might buy a few wands of Web, though. Since my troops are incorporeal webs would give me a great advantage on the battlefield.

16 3rd level wizards would cost me 144 points, and I would have to lose 9 shadows and all my 1st level wizards to afford them. At third level they still have a very low durability in a fight and a limited firepower. For every shadow I lose now I lose hundreds of potential spawn. It's just not worth it.
 

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I think it's finished. Fierari, any news from the play test?

The Legion of Darkness

Unit Breakdown

Above Baseline Unit:
1 Shadowlord -- CR 15 -- point value 225

Support Units:
114 Toads -- CR N/A -- Point Value 0.
22 lvl1 Clerics -- CR1 -- Point Value 22.
31 lvl1 Wizards -- CR1 -- Point Value 31.
3 lvl4 Fighters -- CR4 -- Point Value 48.
55 Shadows -- CR3,5 -- Point Value 675,75 (12,25 x 55)

Lvl 1 Cleric (Human 22)
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). Feats a.o. Improved Initiative.
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 32)
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: a.o. 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
2x Slow (375gp).....................750gp
3x Wall of Fire (700 gp)..........2100gp
4x Cloudkill (1125gp)..............4500gp
Wands
4x Wands of Web (4500gp)...18000gp

Unit Cost: 30425 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: 2x Horn of Blasting 40'000gp, Drums of Panic 30'000gp. Unit Cost 66'935gp.


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 +5 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: 3,5.

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.

Army Cost: 101784 gp


xxxxxxxxxxxxxxxxxx

PC:

Shadowlord, CR 15.

HD: 10 Outsider, 2 Blackguard; 12d10+24 (96hp)

Str: 11/0(11)
Dex:12/+1(12)
Con:14/+2(12+2)
Int: 22/+6(14+8)
Wis:12/+1(10+2)
Cha:36/+13(14+16+6)

Init: +5
Speed: land 20ft, air 40ft.
Age: 56021 years
Height: 8'3"
Weight: --

AC: 20 (10+1(dex)+9(Admamantine Full Plate +1 of Heavy Fortification)), DR: 3/--
BaB: 12
Attack +12
Full attack +13/+8/+3 (Masterwork Longsword)
Damage: 1d8 (Masterwork Longsword)
Fort: 27 (10+2+10+5)
Ref: 23 (7+1+10+5)
Will: 23 (7+1+10+5)
Feats: 5: Power Attack, Cleave, Improved Sunder, Spell Thematics (shadow and darkness), Improved Initiative.

Skill points: 198.
Bluff: 27 (15+10+2), Concentration: 17 (15+2), Diplomacy: 27 (15+10+2), Hide: 18 (15+1+2), Move silently: 18 (17+1+2), Intimidate: 25 (15+10), Knowledge (Religion): 21 (15+6), Kn (Arcana): 21 (17+6), Kn (History): 21 (17+6), Kn (the Planes): 21 (17+6), Listen: 16 (17+1), Sense Motive: 7 (6+1), Spot: 16 (17+1)

Languages: All (Tongues), Common, Celestial, Abyssal, Draconic, Shadow, Infernal, Terran.

Spell Like Abilities: Cl 15: Always active: Antilife Shell, Detect Thoughts, Death Ward, Death Watch, Greater Invisibility, True Seeing, Fly, Tongues.
At will: Command Undead, Dominate Person, Plane Shift, Shadow Evocation, Greater Teleport, Greater Shadow Conjuration.
1/Day: Mind Blank, Nightmare, Simulacrum, Greater Shadow Evocation, Unholy Aura.
DC: Spell level + 23.

Special Abilities: Darkvision, Telepathy, Regeneration 1/Good, Fast Healing 5, Spell resistance 25.

Blackguard Abilities:
Smite Good (Su): Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack.
He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.
Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Dark Blessing (Su): A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.

Spells:
1: 2, Corrupt Weapon, Cause Fear.

Equipment:
Masterwork Longsword: 350 gp
Adamantine Full Plate+1 of Heavy Fortification: 53'500 gp
Cloak of Resistance +5: 25'000gp
Amulet of Charisma +6: +36'000gp

Regeneration (Ex): Only good aligned weapons and spells deal lethal damage to the shadowlord.
If the shadowlord loses a limb or body part, the lost portion regrows in 1d6
minutes (the detached piece dies and decays normally). The creature can
reattach the severed member instantly by holding it to the stump.

Telepathy (Su): Shadowlords can communicate telepathically with creatures
within 100 feet that speak any language spoken by the shadowlord.



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. One Forbiddance spell has been cast in the complex, to block all planar travel and to inflict damage on all non Evil 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 and wands 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 the Shadowlord Zatahar the Dark Master dwells in lightless halls, splendid in their stark simplicity.

24000gp/2 = 12000gp for components for the Forbiddance spells, 2880 gp to pay an 16th lvl Cleric to cast it.
16 60ft squares = 3'456'000 square feet covered.

Pool of Scrying, 7,500 gp
Inscriptions of Privacy, 14000 gp

(dungeon will be scaled down quite a bit because of money issues, pending the DM's evaluation.)

Sum total: 250'000 gp
 
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Pyrex said:
I wasn't recommending 3rd level wizards, but rather 1st level wizards with 3rd level equipment for 1.96pts each.

Ah. Frankly I'm tired of character-generation and re-calculation. I just want to play the game.
 

Pyrex said:
I come to 10.218 (instead of 10.31) for your captain. How'd you arrive at his CR?

Everything else looks good.
I looked at the ready-counted 20HD version, and subtracted the two modifiers that changed between that and his HD (SLAs and SR), counted what those would cost for one of his HD, and added those.
 

Weird. That's just what I did.
Apparantly one of us can't do math... :p
(now we just need to figure out which one)

Edit: DR also changes down from 10/magic to 5/magic reducing your value by .08 which accounts for (most of) the difference in our values.
 
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Just to let everyone know what I'm spending my points on.

my legions of doom now consist of:
1 Wraith. Cr 4 cost 16

14 points remaining.

Fear my mighty army :) .

Edit: The wraith has an Overland movement speed of 12mph
(Found by taking the overland hustle speed of 30' and doubling it).
Since he doesn't require rest he can move 288 miles a day.
 
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Fieari, I just noticed that my general is short a feat. If you don't mind, since I haven't defined my stronghold yet anyway I'll take Landlord (and I'll add info on my stronghold after I've had a chance to check my SBG)
 

Let's see... 9.23 - 0.33 (for the DR) - 2 (for SR) - 3.2 (for SLAs) = 3.7

DR 5/magic: .5 / 3 = 0.167
1/day SLAs: Desectrate (lvl 2), Unholy Blight (lvl 4). So 7 x 6 x 0.001 = 0.042
3/day SLAs: Darkness (lvl 2), Poison (lvl 3 or 4). So 7 x 5 (6) x 0.003 = 0.105 (0.126)
SR 17 = 7 points over 10 = 0.7
Make up to 1.014 (1.035)

Half-fiend template on a 7HD creature is thus 4.714 (4.735)

7th level half-fiend bbn without equipment = 10.314 (10.335)

Where do we count differently?
 

*checks*
Ok, so it looks like I was the one doing the bad math.

10.31 it is.

Edit: Looks like it should actually be 10.51
(On the chart, Acid & Cold Resistance 10 is typoed to .1 instead of .2)
 
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