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<blockquote data-quote="Serpenteye" data-source="post: 1456372" data-attributes="member: 1492"><p><span style="font-size: 12px"><strong>The Legion of Darkness</strong></span></p><p></p><p>Unit Breakdown</p><p></p><p>Above Baseline Unit: </p><p>1 Shadowlord -- CR 15 -- point value 225 </p><p></p><p>Support Units: </p><p>114 Toads -- CR N/A -- Point Value 0.</p><p>22 lvl1 Clerics -- CR1 -- Point Value 22.</p><p>31 lvl1 Wizards -- CR1 -- Point Value 31.</p><p>3 lvl4 Fighters -- CR4 -- Point Value 48.</p><p>55 Shadows -- CR3,5 -- Point Value 675,75 (12,25 x 55)</p><p></p><p>Lvl 1 Cleric (Human 22)</p><p>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.</p><p>Equipment: Chain Shirt 100 gp, Lg steel shield 20, Heavy Mace 12, minor items 10. AC 16. Cost 142gp -100 (baseline wealth) = 42gp.</p><p></p><p>Unit Equipment (divided within the unit):</p><p>Divine Scrolls:</p><p>5x Obscuring Mist (25gp)........125gp</p><p>5x Fog Cloud (150gp)............750gp</p><p>5x Sound Burst (150gp)..........750gp</p><p>5x Invisibility Purge (375gp)..1875gp</p><p>Unit cost: 4424 gp.</p><p></p><p></p><p>Lvl1 Wizards (Human 32)</p><p>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. </p><p>Equipment: Minor items 20 gp. Cost 20 -100 (baseline wealth) -80 gp</p><p></p><p>Unit Equipment (divided within the unit):</p><p>Arcane Scrolls:</p><p>5x Obscuring Mist (25gp)........125gp</p><p>5x Fog Cloud (150gp)............750gp</p><p>3x Pyrotechnics (150 gp)........450gp </p><p>10x Fireball (375gp)...........3750gp</p><p>5x Slow (375gp)................1875gp</p><p>3x Wall of Fire (700 gp).......2100gp</p><p>6x Cloudkill (1125gp)..........6720gp</p><p>4x Acid Fog (1650gp)...........6600gp</p><p>Unit Cost: 19890 gp.</p><p></p><p></p><p>lvl4 Fighter (Human)</p><p>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.</p><p>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.</p><p>Unit equipment: 2x Horn of Blasting 40'000gp, Drums of Panic 30'000gp. Unit Cost 66'050gp.</p><p></p><p></p><p>Shadow. </p><p>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.</p><p></p><p>Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.</p><p>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.</p><p></p><p>Equipment: 0gp. Unit cost: 0 gp.</p><p></p><p>Army Cost: 90364 gp</p><p></p><p></p><p>xxxxxxxxxxxxxxxxxx</p><p></p><p>PC: </p><p></p><p></p><p>Stronghold: </p><p></p><p>The Pit of Despair.</p><p></p><p>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).</p><p>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.</p><p> 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.</p><p> 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.</p><p> 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.</p><p></p><p>72000gp/2 = 36000gp for components for the Forbiddance spells, 2880 gp to pay an 16th lvl Cleric to cast it.</p><p>48 60ft squares = 10'368'000 square feet covered.</p><p></p><p>Pool of Scrying, 7,500 gp</p><p>Inscriptions of Privacy, 14000 gp</p><p></p><p>(dungeon will be scaled down quite a bit because of money issues.)</p></blockquote><p></p>
[QUOTE="Serpenteye, post: 1456372, member: 1492"] [SIZE=3][B]The Legion of Darkness[/B][/SIZE] 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 5x Slow (375gp)................1875gp 3x Wall of Fire (700 gp).......2100gp 6x Cloudkill (1125gp)..........6720gp 4x Acid Fog (1650gp)...........6600gp Unit Cost: 19890 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 66'050gp. 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 +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: 90364 gp xxxxxxxxxxxxxxxxxx PC: 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 (dungeon will be scaled down quite a bit because of money issues.) [/QUOTE]
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