The Warriors of the Sacred Forge:
Commanders:
1 x 12th level Dwarven Fighter, Tharizdan Argentfist, Lord of the Steel Bastion - CR 12 - 144pts
1 x 7th level Dwarven Wizard, Arizman Ferrumar, Master Wizard of the Steel Bastion - CR 7 - 49pts
1 x 7th level Dwarven Cleric, Cupril Firesmith, Smith-Deacon of the Forge - CR 7 - 49pts
Officers:
5 x 3rd level Dwarven Wizard, Thaumaturge of the Steel Bastion - CR 3 each - 45pts
5 x 3rd level Dwarven Cleric, Smith-Cleric of the Forge - CR 3 each - 45pts
Troops:
30 x 3rd level Dwarven Fighter, Forge Guard Elite - CR 3 each - 270pts
30 x 2nd level Dwarven Monk, Iron Monk - CR 2 each - 120pts
90 x 1st level Dwarven Fighter, Defender of the Steel Bastion - CR 1 each - 90pts
Support:
10 x Magma Mephit - CR 3 each - 90pts
2 x Brass Guardian - CR 7 each - 98pts
Total: 1000pts
War Chest Purchases:
441gp towards cost of Tharizdan’s Belt of Flight
225gp towards cost of Master Wizard’s Brooch of Shielding
12600 towards costs of Defenders of the Steel Bastions’ chainmail.
18000 towards cost of Tharizdan's dwarven waraxe
8000 towards Tharizdan's surcoat of natural armour
9000 - 5 Gems of Cure Light Wounds (casts cure light wounds at will, command word is ‘cure’)
9000 - 10 Gems of Message (casts message at will, command word is ‘speak’)
5400 - 3 Blessed Banners of the Sacred Forge (casts bless at will, command word is ‘For the Forge!’)
2000 - 5 Feather Tokens (Tree)
10000 - 5 Horns of Fog
3000 - 1 Chime of Opening
9000 - 1 Decanter of Endless Water
16200 - 1 Rod of Wind Mastery (casts control winds 1/day, command word is ‘storm’)
81000 - 1 Banner of the Eternal Fire (casts mass cure light wounds at will, command word is ‘eternal’)
10800 - 1 Rod of Arrow’s Bane (casts Protection from Arrows at will, command word is ‘shield’)
43200 - 1 Hammer of Sacred Steel (casts Greater Magic Weapon at will at 8th caster level, thus giving a +2 enhancement bonus and lasting 8 hours (!), command word is ‘might’)
10800 - 1 Gloves of the Armouring Touch (casts Mage Armour at will at 6th caster level, thus lasting 6 hours, command word is ‘armour’)
2000 - 1 Bracers of Sacred Protection (Protection from Evil continual effect)
1334gp remaining
1 x Tharizdan Argentfist, male dwarven Ftr12; CR 12; HD 12d10+48; hp 119; Spd 20ft ; Init +0; AC 28 (+11 full plate, +5 large shield, +2 natural armour - also possible extra +2 deflection against Evil creatures); ghost touch dwarven waraxe +3 of shock +21/+16/+11 (d10+11+d6 electrical; crit 19-20/x3); AL NG; SV Fort +17 Ref +11 Will +11; Str 16 (18) Dex 10 Con 16 (18) Int 13 Wis 10 Cha 10; SQ Dwarven traits.
Feats & Skills: Diplomacy +7, Intimidate + 12, Spot +7; Weapon Focus (Dwarven Greataxe), Weapon Specialisation (Dwarven Greataxe), Improved Critical (Dwarven Greataxe), Iron Will, Lightning Reflexes, Power Attack, Cleave, Great Cleave, Greater Weapon Focus (Dwarven Waraxe), Greater Weapon Specialisation (Dwarven Waraxe), Expertise, Improved Trip
Equipment: ‘Stormcleaver’ ghost touch dwarven waraxe +3 of shock (partly paid for by war chest), dwarven full plate +3 (the ‘dwarven’ bit of it gives damage reduction 3/ -, and is in the same section of the DMG as things like mithral), large shield +3, masterwork light crossbow & 50 bolts, cloak of resistance +5, ring of evasion, boots of speed, amulet of health +2, gauntlets of ogre power, belt of flight (fly 1/day, partly paid for from war chest, command word is ‘to the skies!’), eyes of see invisibility (see invisibility 3/day, command word is ‘pierce the lies’), surcoat of natural armour +2 (takes up vestment magic item slot), Runestone of Locking (1 use dimensional lock, can only be used by a dwarf), Helm of Sorcerer’s Doom (antimagic field 1/day, can only be used by a dwarf), 2 potions of invisibility, 4 potions of cure serious wounds,
Equipment from War Chest: 1 Gem of Cure Light Wounds, 1 Gem of Message, 1 Chime of Opening, 1 Hammer of Sacred Steel, 1 Bracers of Sacred Protection
1 x Arizman Ferrumar, male dwarven Wiz7; CR 7; HD 7d4+21; hp 40; Spd 20ft; Init + 1; AC 11 (+1 Dex); Quarterstaff +2 (d6-1); AL NG; SV Fort +7 Ref +5 Will +10; Str 8 Dex 13 Con 16 Int 16 (18) Wis 12 Cha 8; SQ Dwarven traits, familiar (raven - can speak dwarven)
Feats & Skills: Concentration +13, Knowledge (Arcana) +14, Knowledge (Geography) +14, Knowledge (History) +14, Knowledge (The Planes) +14, Spellcraft +14; Brew Potion, Improved Counterspell, Scribe Scroll, Spell Penetration, Greater Spell Penetration
Equipment; Quarterstaff, wand of dispel magic (50 charges), wand of acid substituted fireball (50 charges), scroll of dismissal, 2 scrolls of dimensional anchor, cloak of resistance +2, headband of intellect +2, brooch of shielding (partly paid for from the war chest).
Equipment from War Chest: 1 Gem of Cure Light Wounds, 1 Gem of Message, 1 Gloves of the Armouring Touch
Spells Known: 0 - All; 1 - Mage Armour, Magic Missile, Burning Hands, Expeditious Retreat, Sleep, Charm Person, Protection from Evil, Obscuring Mist; 2 - Mirror Image, Resist Energy, Flaming Sphere, Scorching Ray; 3 - Haste, Dispel Magic, Fireball, Fly; 4 - Greater Invisibility, Wall of Fire
Spells per day: 4/5/4/3/2 - 0: Message, Disrupt Undead, Acid Splash, Detect Magic; 1: Magic Missile, Expeditious Retreat, Obscuring Mist, Protection from Evil, Sleep; 2: Mirror Image, Scorching Ray, Flaming Sphere; 3: Haste, Fly x2; 4: Greater Invisibility, Wall of Fire
1 x Cupril Firesmith, male dwarven Clr7: CR 7; ECL 7; Medium-size Humanoid (dwarven); HD 7d8+21; hp 56; Init -1; Spd 20 ft; AC 22 (+10 full plate, +3 large shield, -1 Dex); Melee +1 heavy mace +7 (1d8+2+d6 fire); SA spells, turn undead; AL NG; SV Fort +10, Ref +3, Will +10; Str 13, Dex 8, Con 16, Int 10, Wis 16 (18), Cha 10.
Skills and Feats: Concentration +10, Knowledge (religion) +5, Heal +6, Spellcraft +5; Diehard, Endurance, Spell Penetration.
SA-Turn Undead (Su): 3/day, Cupril Firesmith can attempt to turn undead creatures. He can turn undead with no more than (1d20+11)/3 HD. Each attempt, he turns 2d6+7 total HD. Undead with 3 or fewer HD are destroyed instead.
Domains: Fire & Earth
Cleric Spells Prepared (6/5/4/3/1): 0: Detect Magic, Guidance, Mending, Purify Food & Drink, Detect Poison, Resistance; 1: Bane, Detect Evil, Divine Favour, Protection from Evil, Obscuring Mist; 2: Bull's Strength, Hold Person, Resist Energy, Silence; 3: Dispel Magic, Prayer, Searing Light; 4: Death Ward, Dismissal
Domain Spells: 1: Burning Hands 2: Soften Earth and Stone 3: Stone Shape 4: Spike Stones
Equipment: +2 full plate, +1 heavy mace of fire, +1 cloak of resistance, +1 large shield, amulet of wisdom +2, Bracers of Sacred Protection (Protection from Evil continual effect), scroll of invisibility purge, 2x scroll of restoration, 2 x scroll of lesser restoration, 2 x scroll of protection from evil, scroll of holy aura, scroll of destruction, Council Wards (Mage’s Private Sanctum 1/day, can only be used by a dwarf), potion of Expeditious Retreat, 2 x potion of Shield
Equipment from War Chest: 1 Gem of Cure Light Wounds, 1 Gem of Message, 1 Decanter of Endless Water, 1 Rod of Wind Mastery, 1 Rod of Arrow’s Bane
Thaumaturge of the Steel Bastion, male dwarven Wiz3: CR 3; ECL 3; Medium-size Humanoid (dwarven); HD 3d4+9; hp 18; Init +1; Spd 20 ft; AC 11 (+1 Dex); Melee Quarterstaff -1 (1d6-1); SA spells; SQ summon familiar (Ravens - each can speak Dwarven); AL NG; SV Fort +4, Ref +2, Will +3; Str 8, Dex 13, Con 16, Int 16, Wis 10, Cha 8.
Skills and Feats: Concentration +9, Spellcraft +9, Spot +3; Scribe Scroll, Spell Penetration, Dodge.
Spells Known: 0: All; 1: Mage Armour, Magic Missile, Burning Hands, Shield, Obscuring Mist, Sleep, Enlarge Person, Expeditious Retreat; 2: Web, Glitterdust
Wizard Spells Prepared (4/3/2): 0: Ray of Cold, Detect Magic, Message x 2; 1: Burning Hands, Sleep, Shield; 2: Web, Glitterdust
Equipment: Quarterstaff, Rod of Magic Missile (magic missile at will, command word is 'missile'), Ring of Earth’s Grasp (casts Entangle 1/day, command word is ‘grasp’) scroll of web, scroll of whispering wind, Potion of Expeditious Retreat 190gp.
Equipment from War Chest: 1 Feather Token (Tree). 2 also carry a Gem of Message.
Smith-Cleric of the Forge, male dwarven Clr3: CR 3; ECL 3; Medium-size Humanoid (dwarven); HD 3d8+9; hp 26; Init -1; Spd 20 ft; AC 19 (+8 full plate, +2 large shield, -1 Dex); Melee heavy mace +3 (1d8+1); SA spells, turn undead; AL NG; SV Fort +6, Ref +0, Will +5; Str 13, Dex 8, Con 16, Int 10, Wis 15, Cha 10.
Skills and Feats: Concentration +9, Spellcraft +3, Heal +6; Brew Potion, Endurance, Diehard.
SA-Turn Undead (Su): 3/day, Smith-Cleric of the Forge can attempt to turn undead creatures. He can turn undead with no more than (1d20-1)/3 HD. Each attempt, he turns 2d6+3 total HD. Undead with 1 or fewer HD are destroyed instead.
Cleric Spells Prepared (4/3/2): 0: Guidance, Detect Magic, Detect Poison; 1: Bane, Shield of Faith, Remove Fear; 2: Silence, Hold Person
Domain Spells: 1: Burning Hands 2: Produce Flame
Equipment: Full Plate, Large Shield, Scroll of Invisibility Purge, Heavy Mace, Ring of Earth’s Grasp (Casts Entangle 1/day, command word ‘grasp’), Ring of Fleet Foot (Casts Expeditious Retreat 1/day, command word ‘haste’), Potion of Shield, 1 vial of holy water
Equipment from War Chest: 1 Horn of Fog. 2 also carry a Gem of Cure Light Wounds, and another 2 also carry a Gem of Message
Forge Guard Elite, male dwarven Ftr3: CR 3; ECL 3; Medium-size Humanoid (dwarven); HD 3d10+9; hp 30; Init +1; Spd 20 ft; AC 21 (+8 full plate, +2 large shield, +1 Dex); Melee masterwork dwarven waraxe +7 (1d10+2/crit x3); Ranged light crossbow +5 (1d8/crit 19-20); AL NG; SV Fort +6, Ref +2, Will +4; Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 6.
Skills and Feats: Intimidate +4, Spot +3, Listen +3; Weapon Focus (Dwarven Waraxe), Power Attack, Cleave, Iron Will.
Equipment: Masterwork Dwarven Waraxe, Full Plate, Large Shield, Masterwork Light Crossbow & 50 bolts, 2 x potion of cure light wounds, 1 x potion of Shield, 1 x potion of Cure Light Wounds, 1 x potion of resist elements, 10gp.
Equipment from War Chest: 1 carries Gem of Message and Banner of the Eternal Fire.
Iron Monk, male dwarven Mnk2: CR 2; ECL 2; Medium-size Humanoid (dwarven); HD 2d8+4; hp 17; Init +1; Spd 30 ft; AC 13 (+2 Wis, +1 Dex); Melee kama +3 (1d6+2), or siangham +3 (1d6+2), or unarmed strike +3 (1d6+2); Ranged shuriken +2 (1d2); SA stunning attack; SQ evasion; AL NG; SV Fort +5, Ref +4, Will +5; Str 14, Dex 13, Con 14, Int 10, Wis 15, Cha 6.
Skills and Feats: Hide +5, Move Silently +5, Spot +6, Listen +6, Tumble +5; Stunning Fist, Combat Reflexes, Dodge.
SA-Stunning Attack (Su): 2/day, Iron Monk may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 13).
Equipment: Kama, Siangham, Net, 30 shuriken, 10 javelins, potion of invisibility, 2 x potion of cure light wounds, Ring of the Iron Blessing (casts Divine Favour 1/day, command word is ‘grant us favour’) 4gp
Equipment from War Chest: 2 carry a Gem of Message.
Defender of the Steel Bastion, male dwarven Ftr1: CR 1; ECL 1; Medium-size Humanoid (dwarven); HD 1d10+2; hp 17; Init +1; Spd 20 ft; AC 18 (+1 Dex, +5 chainmail, +2 large shield); Melee dwarven waraxe +4 (1d10+3/crit x3); Ranged light crossbow +2 (1d8/crit 19-20); AL NG; SV Fort +5, Ref +1, Will +3; Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 6.
Skills and Feats: Spot +2, Listen +2; Weapon Focus (Dwarven Waraxe), Iron Will.
Equipment: Dwarven Waraxe, Chainmail (partly paid for from the war chest), Large Shield, Light Crossbow & 50 bolts
Equipment from War Chest: 3 carry a Blessed Banner of the Sacred Forge.
Stronghold: I was thinking of some sort of subterranean fort for the dwarves, probably in a mountainous area? Anyways, it’s the Steel Bastion, a settlement built next to a deep rift in the earth called the Forge which brings warmth up from the depths and the energy of which the dwarves use to power their forges and create weapons of war.
Ideas for how to defend it: Outer defences consist of probably only one or two main ways in of a height suitable for anyone above 5ft; the rest of the outer areas are a warren of low tunnels and quarters, basically cramped and difficult for taller people but fine for dwarves and other shorter species. Entire place only dimly lit since all the dwarves have darkvision, with lots of confusing crossroads and misleading areas, as well as the famed dwarven stoneworking skills installing secret doors and hidden passages. The main access points to the innards of the fort are well-defended and also covered by part of the Forbiddance area so that normal grunts trying to break in via mundane access will hopefully get slaughtered. Within, certain key rooms (including a conference room and main barracks areas) are lead-shielded; it’s all (or as much as possible) covered in the Forbiddance (11 60ft cubes should get a lot, especially if the place is built in 3 dimensions to take advantage of that as best as possible) with the exception of the conference room so that allied leaders can come in. The central Council Chambers - the quarters for my high-ups and leaders - are not lead-shielded because when the leadership is there, they use the cleric’s Council Wards to cast Private Sanctum which blocks scrying to the area anyway. When the leaders aren’t there they take the Wards with them and there isn’t anything of importance that they leave in the Council Chambers during that period anyway.
Tactics: Well, at the beginning of every day, everyone gets buffed with GMW and Protection from Arrows, with the monks and wizards also getting Mage Armour. If in a non-combat situation, these buffs are replenished as they begin to run out so that the entire lot should be pretty much constantly armed with +2 weapons. Priority for buffing goes to those on guard duty, or in an immediate combat situation on the Characters, Forge Guard and Monks (Greater Magic Weapon does work on the monk’s unarmed strikes). Tharizdan is pretty much a one-man killing machine, with a huge Fort save, a Ring of Evasion to avoid being fireballed to death, and constant Protection from Evil to protect against mental attacks. He can fly, see invisible, antimagic field and generally kill things, fairly flexible for most situations. The Master Wizard is mainly a Dispel monkey but can kick out damage with the sonic fireballs too if need be, and is always ready with the scrolls of dismissal and dimensional anchor to deal with teleporters and outsiders. The Deacon-Smith is mainly there for clerical support. His Spike Stones spell goes well with the wizard’s Wall of Fire and the 10 Rings of Earth’s Grasp that the lesser clerics and wizards carry for attempting to mess with the enemy battleplan, catching lesser enemies and redirecting them around the battlefield to suit the dwarves. The smith-clerics and thaumaturges are fairly standard low-level support, with the rods of magic missile meaning that the wizards can keep on firing all battle. The clerics also all carry horns of fog for protecting the army if necessary by simply surrounding them with fog - good possibly for surprise attacks as well. The Tree tokens that the wizards carry are also flexible items - instant barricades if placed side-on, as well as making good battering rams (the Chime of Opening that the battlelord carries is also useful for opening enemy gates). With the 5 Gems of Cure Light Wounds split between the three commanders and the clerics, the entire army can healed up very quickly, and it leaves the clerics spell slots more readily open for use of spells rather than just being sucked up for healing purposes. The Forge Guard make a very hard core of foot troops, with the Banner of Eternal Flame hopefully keeping them healed up fairly efficiently even in the midst of battle. They can also get a good turn of speed to them with the potions of Expeditious Retreat if needed. The Iron Monks make good skirmishers to scout ahead, with the Gems of Message that they and other key characters carry allowing for good communication between the groups. The level 1 fighters are basically just grunts but 90 grunts firing +2 bolts at you is going to hurt; the bless banners are used to give the entire lot an extra +1 to hit as well as the +1 to saves against fear as well, and with a 50ft radius on each should be able to catch the entire friendly army. The mephits perform aerial support, scouting, and make possible infiltrators too with their ability to turn into a pool of magma and slip through even tiny gaps. The brass guardians main purpose is for tunnelling, possibly moving the monks into position beneath the earth to charge out and attack at opportune moments, or to move the entire army around beneath the surface and unseen.