D&D Wargaming *ARMIES OF GOOD*

Tyreus said:
I would like an area next to mountains, with my keep being part of the mountain.

Fortress:
A 50 ft wide passage goes 100 ft in, which leads into the main hall. This is where the barracks, training areas, kitchens and armory is located. The entire cavern is well lit through a series of mirrors that reflect light from the outside. The mirror system is designed so one broken mirror will not darken the cavern, and all the troops have a torch and tindertwigs at all times. To the rear of the cavern is another hall, the same as in the front, that leads to a large city. The entire city and farm land is sealed off by a 15 ft thick, 30 ft tall reinforced stone wall. It has one gate that faces a neighboring trade city, with a road connecting them. There is enough room in the mountain complex to hold all the inhabitants of the city. The troops are accustomed to the strict military schedule, and have comfortable living areas. They are allowed to sign up for leave, to a maximuim of 2 days. There is never more then 1/3 of the army gone at any one period. Commoners were hired as servents, craftsman, smiths, cooks, pleasureable company, runners, and bookkeepers inside the fortress. The fortress has enough preserved food, wood, and metal to go for 2 months without a lack of resources.

We're getting closer to start time, so here's some more details for you... I like flavor.

I'm naming your city Lowgate, and setting it up near the River Might, up against the Lowly Peaks. It guards the most obvious safe pass through the mountains there, and besides, the waterfall right there (a MIGHTY waterfall, comparable to Niagra) provides massive amounts of mechantical energy when combined with a wheel. Clockwork only, but your town is full of it. Rods constructed beneath the town run everywhere, much in the manner that power cables run in modern cities... and are hooked up everywhere, like wall sockets, except they only provide turning power. Mechanical conveniences are common in your city, and the Great Gate which guards the pass opens and closes only by the might of the waterfall.

Mathematics is known by Experts in your city, and there is a library and college devoted to studying it.

Lowgate Stats--
Civilian Population: 9,838 (Small City)
City Alignment: Nuetral Good -- "A neutral good power center rarely influences the residents of the community other than to help them when they are in need."
Town Guard (For Civil Disputes, Non-Military): 105

Racial Mix:
7,901 humans
831 Halflings
462 Dwarves
278 Elves
184 Gnomes
92 Half Elves
90 Half Orcs

Enclosed Territory: (I can't seem anything to base this off. Help?)


More towns forthcomming.
 

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Thanks alot, and sorry I'm not good at flavor text.

Fieari said:
Enclosed Territory: (I can't seem anything to base this off. Help?)

Do you mean the area the stone wall encloses, or the area that is considered my terratory?
 

Both, actually. Been scouring google for real life town sizes and populations, but I'm getting to much noise and not enough signal...

The flavor text is important. Because I want you to have something to DEFEND. I want you all to CARE if your cities get burned. You're the forces of good! Your country is lush, beautiful, just, and even those on the bottom of the pile could be considered wealthy beyond measure when compared to others.
 
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Fieari- I wanted to request a celestial from the MMII, the Lupinal (I'm not sure what CR it would be under UK's system, I was having a little trouble computing that):

Medium-Size Outsider, Guardinal (Good)
HD: 8d8+8 (44hp)
Initiative: +5
Speed: 50ft
AC: 20 (+5 Dex, +3 natural, +2 leather armor), touch 15, flat-footed 15
Attacks: 2 claws +14 melee and bite +9 melee
Damage: Claw 1d4+6, bite 1d6+3
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Fear aura, improved grab, spell-like abilities, trip
Special Qualities: Dodge missiles, DR 5/evil, outsider traits, scent
Saves: Fort +7, Ref +11, Will +10
Abilities: Str 23, Dex 20, Con 13, Int 16, Wis 18, Cha 15
Skills: Animal Empathy +13, Balance +18, Climb +17, Concentration +12, Diplomacy +13, Hide +16, Jump +13, Listen +17, Move Silently +16, Spot +17, Survival +15, Tumble +13
Feats: Alertness, Power Attack, Track
Climate/Terrain: Elysium or any forest, plain, or hills
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 5
Level Adjustment: +7
Treasure: None
Alignment: Usually neutral good
Advancement: 9-24 HD (Medium-size)

Lupinal:

As the name implies, lupinals are half-human, half-wolf creatures. They are constantly on the prowl for evil intrusions into their territory, be it Elysium or a piece of the Material Plane that they have made their own. Lupinals are more likely than cervidals to make their homes outside Elysium and assist other beings in repelling evil incursions.

Perhaps because of their pack-based society, lupinals are more lawful than other natives of Elysium. In group activities, they operate in close cooperation and perfect harmony. Even solitary lupinals are rarely more than an hour away from allies (or even closer, via ethereal jaunt).

At first glance, a lupinal might be mistaken for a werewolf, with its long muzzle, fur, and backward-bending canine legs. But where lycanthropes are savage and animal-like, lupinals are intelligent, regal, and poised-though they are quick to anger and ferocious when aroused.

Combat-

Lupinals are exceptionally skilled in combat. They use pack tactics (such as surrounding opponents, chasing down enemies, and the aid another action) with great skill. Their approach often involves ambush, deception, and misdirection as well.

Fear Aura (Ex): When a lupinal howls, every creature within 600 feet (except other celestials) who can hear it must make a Will saving throw (DC 16). On a failure, a creautre with 7 or fewer Hit Dice becomes panicked for 4d6 rounds; one with 8 or more Hit Dice becomes shaken for 4d6 rounds. Success leaves the creature unaffected. Once a creature has either been affected by this ability or made a successful save, it cannot be affected by that lupinal's howl again for 24 hours.

Improved Grab (EX): If a Lupinal hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +14). The creature has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on the grapple check, but the lupinal is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.

Spell-like Abilities: At will- blink, blur, change self, darkness, ethereal jaunt; 3/day- cone of cold, cure light wounds, fly, magic missile. Caster level 8th; save DC 12+spell level.

Trip (EX): A lupinal that hits with a bite attack can attempt to trip the opponent as a free action (see Trip in Chapter 8 of the Player's HAndbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Lupinal.

Dodge Missiles (EX): This abilitiy operates like the Deflect Arrows feat, except that the lupinal can dodge any missile and it need ot have its hands free. (The creature is dodging, not deflecting.) This abilitiy is usable three times per round.

Scent (EX): A lupinal can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Wild Empathy (EX): This power works exactly like the druid's wild empathy class feature.
 

The wall goes out just far enough that all the sides of it can be seen from the city. Inside the wall is mostly farms. The area surrounding the wall is mostly plains, with a good sized forest on one side of the road.
Am I to assume that the Great Gate is the entrance to my cavern?

I also have scouts with spyglasses on top of the mountian scouting, and many places on the mountain side are rigged to drop great boulders on attacking troops at the gate. I was also wondering if I can have a way to redirect the water fall to blast the area in front of the passage with great amounts of water, possibly washing away enemy troops?
 

I couldn't find three of the factors, but what with rounding down and all, this is likely pretty accurate.

My only question is, when calculating Full Attack, I took 2 Claws at 1d4+6 each to mean 2d4+12. Is that accurate? Also, full attack means adding up all possible attacks, right?
Code:
Lupinal

Traits: Outsider		+/-0
Hit Dice: 8 HD Outsider		+5.6
Speed: 50ft			+0.05
Armor Class: +3 Natural		+0.3
Full Attack (24)		+2.4
	Claw 2d4+12 (17)
	Bite 1d6+3  (7)
Special:    Fear Aura		+0.5
	    Improved Grab	+0.2
	    Dodge Missiles	+????
	    Scent		+0.2
	    Wild Empathy	+????
Spell Like Abilities (at will):
Caster Level 8th
	    Blink		+0.12
	    Blur		+0.08
	    Change Self		+0.01
	    Darkness 		+0.08
	    Etherial Jaunt	+????
Spell Like Abilities (3/day):
	    Cone of Cold	+0.12
	    Cure Light Wounds	+0.024
	    Fly			+0.072
	    Magic Missile	+0.024
	    
Total				9.78
Golden Rule			7.69
Silver Rule			6.5365
Silver Rule Round Down		6
 

2 Claws at 1d4+6 means two claw attacks each dealing 1d4+6 damage should they hit, so I'd assume 2d4+12 would be fine, and yeah, to the best of my knowledge, full attack is summing up all the attacks.

I take it this means it's ok to use? :-)

Also, one other questions regarding equipment, if I upgrade my PC (the Couatl) with a level of sorcerror, what amount of gp worth of equipment would it have? (CR = 13, does that mean 13 levels worth? or level 13 - level 12 equipment?)
 

Fieari said:
I couldn't find three of the factors, but what with rounding down and all, this is likely pretty accurate.

My only question is, when calculating Full Attack, I took 2 Claws at 1d4+6 each to mean 2d4+12. Is that accurate? Also, full attack means adding up all possible attacks, right?
Code:
Lupinal

Traits: Outsider		+/-0
Hit Dice: 8 HD Outsider		+5.6
Speed: 50ft			+0.05
Armor Class: +3 Natural		+0.3
Full Attack (24)		+2.4
	Claw 2d4+12 (17)
	Bite 1d6+3  (7)
Special:    Fear Aura		+0.5
	    Improved Grab	+0.2
	    Dodge Missiles	+????
	    Scent		+0.2
	    Wild Empathy	+????
Spell Like Abilities (at will):
Caster Level 8th
	    Blink		+0.12
	    Blur		+0.08
	    Change Self		+0.01
	    Darkness 		+0.08
	    Etherial Jaunt	+????
Spell Like Abilities (3/day):
	    Cone of Cold	+0.12
	    Cure Light Wounds	+0.024
	    Fly			+0.072
	    Magic Missile	+0.024
	    
Total				9.78
Golden Rule			7.69
Silver Rule			6.5365
Silver Rule Round Down		6

It looks like you made a few boo-boos to me. First, you didn't factor in ability scores, and you didn't factor in guardinal traits, or the DR. I also think you misapplied the Golden Rule, since you only halve the non-HD CR that is above the HD CR. But I didn't check your math, maybe you did something that I can't easily see. I'll try adding it myself and see how it comes out.
 

From what Fieari says, its pretty close between the goodies and the baddies. I think that if we want to win, we have to use teamwork. I think we should decide to either defend for now, get a feel for the baddies, or go on the offensive. We have to choose between one and the other, we cant have people doing different things. I think this war wont rely on an individual army, but how we work together.
 

Fieari- Oops... I forgot the Guardinal Traits for the Lupinal.

It should have added:

Darkvision 60ft, Low-light vision
Immunity electricity, petrification
Resist Cold 10, Fire 10
Lay on Hands (up to maximum hp each day)
Speak w/ Animals at will
+4 to fort saves vs poison

iirc, that's all that's added by the guardinal subtype... could someone with the 3.5e MM double check this for me? Mine is with a friend, and the srd doesn't seem to have the guardinals... o_O

Tyreus- I agree. I, for one, vote we take the offensive, albeit a cautious one. Standing still and waiting to be attacked is going to be killer.

Actually, one idea that should help is if we brainstorm about what we could be up against. I.e.- If we were playing evil, what would we use to best effect, that way we can prepare against them.

For that, I vote shadows (touch attack str drain, and if you're killed by one, you become one) as a prime danger. I don't recall many others off the top of my head, but those are enough to be scary.

Perhaps we should also post about our armies proposed tactics? That way we can more easily identify synergies. :-) (i'll get a post about mine up as soon as i flesh it out, but a large part revolves around the pixie's natural, permanent, invisibility, and the joys of magic missile at will :-) just think, 98d4+98 damage, no save, no attack roll, each round. Average 343pts, but spread out, that'll take out easily, say, 30 soldiers a round? Also, beautiful for killing scout animals; i.e.- one shot kills, 98 ravens a round anyone?)
 

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