D&D Wargaming *ARMIES OF EVIL*

*looks at spells available to 9th lvl druid*
Wow, I'm really happy your on our side.

I think in this scenario I fear facing a lvl18 Drd even more than a lvl18 Wiz...
 

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Heh... Sorry, forgot to get in here too. I'm currently busy with Final Exams, so I won't have the time to finish my army. But here's the first support ladder, which is information gathering/reserve soldiers.

First support ladder, total 178 points
Succubus (CR 8, 64 points)
* 20 Fiendish human fighter 1 (2nd level equipment) (CR 2, 80 points total)
* 18 Eagles (CR 2/3, 8 points total)
* 26 Fiendish dire rats (CR 1, 26 points total)

The succubus is used for the information gathering, the eagles are there to deliver messages (though if the need arises, the succubus can just teleport). The fighters and rats are my reserve. I'll be adding one more higher-level monster (most likely some kind of demon or devil) to lead my armies, the rest will be mooks.
 

Some of your CR's are off Dalamar.

Accd to UK:
Fiendish Human Ftr1, Equip x2 = .8(ftr) + .4(eqp) + .6(fiend) = CR 1.8
Fiendish Dire Rat = .66(rat) + .6(fiend) = CR 1.26
 

Pyrex, you rock. I don't need to check CRs when you're around... pity I have to do it myself for the Good team. Hehe.

At any rate, just wanted to mention that an infernal team will work well. I think you'd do well as the Lich King's personal guard. Since I doubt you'll be in at the START of the game (I've mentioned that I plan to start with the first four players ready, 2 good 2 evil) your backstory'll likely be roaming the Lich King's dark city.

Your information gatherers would be perfect (story wise) as a "Secret Police" type of thing. Any plans for inserrection... any towns trying to build a temple (or even just burn incense!) to good will be found and crushed. How's that sound to you?
 

I figure the quicker we get everyone straightened out the quicker we can start. :)

Dalamar, in the 'secret police' line (if you choose to go that way) you might want to consider a half-dozen or so Quasit spies for your Succubus. And (leveled?)Fiendish Ethereal Marauders are worth a look as enforcers
 

Pyrex said:
*looks at spells available to 9th lvl druid*
Wow, I'm really happy your on our side.

I think in this scenario I fear facing a lvl18 Drd even more than a lvl18 Wiz...

Yep Druids are Masters of Terrain and thus own the battlefield!
 

Let me just say, that as DM, your lvl18 Druid terrifies even ME. I'd been toying with the idea of adding another rules nerf, but decided against it.

This is going to be a FASCINATING game. Can't wait to see what happens...
 

I'm still here. I've been trying to overcome some RL problems as-of-late (difficult roomate, Mom's health problem etc...). I'll have a look now at the rules and try to finalize my army, which is led by Drow. I'm going for drow mounted upon Dire Bats (Fiendish perhaps), lots of fireballs from the sky sort of thing. Quick attack and raiding. I'll be the terror-spreading arm ofthe bad guys. Dissension and chaos...
 

On the CRs: Oops! I had rounded them to the closest whole number :o I'll fix those and look at the other creatures to recruit.

Let's see: Quasit (if I'm not completely wrong) comes in at CR 3,74. Maybe replace all the eagles with these babies...
Ethereal Marauders, at CR 2,38 are affordable. And etherealness is a nice ability.

But I'm not that well-versed with the Monster Manual, so keep giving those suggestions for approriate soldiers.
 

We're using the 4th column in UK's doc which places Quasits at CR3.5 and the Ethereal Marauders at CR2 (CR 2.6 if you make them Fiendish, or to really bring the pain toss in a Rogue level for sneak attack and up them to CR 3.4).

Reread their etherealness. It's even better than that. :]

Fieari never actually stated, but I've been tracking my CR's to two decimal places.
 

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