SHARK
First Post
Greetings!
Carl, Azurakin rocks my friend! That's quite a piece of work there. Very good indeed! I think it would also be reasonable to assume that the various forces that the character has acquired could easily have come from the two large cities nearby, so there are additional forces that could concievable have all manner of skills and backgrounds. There are some pretty respectable levels there, too!
CRG: Some excellent ideas, too, sir. I think that is an element that could be certainly exploited. Dire Tigers or Dire Bears can make quite an impact on that scouting cavalry patrol, or a small foraging party, not to mention a infantry unit on the march. One or two such animals may not seem like much, but imagine an ambush where you have two dozen Dire Tigers and two dozen Dire Bears, supported by archers that have been hiding previously in a line of fortified, camoflauged Portable Holes, that all rise up and smash into the marching line of legionnaires, attacking with great ferocity and determination, and fighting to the death! With a spell or item of Nondetection, the archers and the Dire Tigers and Dire Bears, will avoid any kind of evil or undead detection spells that the Valloreans are sure to saturate the area in front of them as they march, searching for ambushes. With this kind of ambush, it remains practically undetectable, and invisible--until it's too late.
Mmadsen: Indeed my friend! Wang-Liang are quite potent! I think if someone equips them well, they can be used as special assault groups that have very powerful effects. Eventually, they might all die, but they can be sure to make the Valloreans bleed for quite some time. And, who knows? They may be able to evade capture and keep their casualties to a minimum, if they have items of regeneration, some healing, and can avoid being trapped and overwhelmed. I like 'em!
I should also note a few other things to consider.
(1) Though the Legion Standard can also cast spells as per the Planetar, the "Planetar" cannot, of itself, move. It must be moved by a creature. Obviously, as I can't quite recall all of the spell abilities of a Planetar, their spells and such must be adjuducated creatively according to the imposition of being bonded into a physical item.
(2) In the campaign, there is no resurrection or raise dead spells. Once someone is dead--they are dead. There are however, "Fate Points" and there is the Philosopher's Egg, and a few other substances, magical places, and so on, that can restore life to a dead creature, but they are usually very isolated and rare.
(3) While the Valloreans have superior numbers, and an overall superior level of mass firepower, the terrain itself, even when not animated against the invader, imposes significant challenges and difficulties. Climb, Swim, and magic communication are all great, but in order for the battalion to get up this 360-foot high wall of the gorge, it has to begin climbing. In the rain. In 85-100 degree humid, hot weather. And more rain. And more rain. And maybe a good deal of mud, too.
All along, those who are already at the top of the cliff are being ambushed by a horde of Dire Tigers, archers, werewolves, and invisible sorcerers!
I can assure you, at that point in time, the Vallorean Commander isn't going to feel they have many great advantages. They are going to feel like they have entered a sweltering, wet, blood-sucking forest of hell real fast, as good men, known to be valiant and strong, are found ripped to pieces, or crucified to a tree, every step of the way that they proceed into the dark forest!
Yes, the Valloreans will clench their jaws in grim, fanatical determination, and they will not quit, nor will they falter, nor will they turn back. They will march on, for the pride, the glory, the very security and safety of their empire is at stake, and perhaps most importantly, though, if perversely,--every beloved friend that is eaten by the tigers, or made into a vampire, or crucified to a tree, will burn the Valloreans with an unyielding resolve to fight on, for they love and cherish their friends deeply-- so they will not give up-- but they will be in pain and misery every step of the way!
As an added thought, how do two Druids resolve Control Weather spells? One wants it dark, cloudy, and rainy, but still hot and humid; while the other one wants it to be bright, sunny, clear, but cool. It's been awhile since I read that section of rules!
In all such cases where any of you make up characters for the defense, don't use the weak NPC table in the DMG. Use the standard Player Character wealth Table by level, there, and in the Epic book, as appropriate.
I personally don't believe there is anything particularly inferior about a 20th LVL Fighter, who happens to be an NPC. If the Player Character 20th LVL Fighter can have 760,000 GP in gear and magic items, then I think that the NPC's should too.
After all, when player characters die, their dead. If they avoid death directly, it still costs them a Fate Point, which is like a "life"--in that it is very precious, and not easily acquired, but all too easily lost! If the character is captured, they get screwed hard. They can expect to lose many or all of their magic items and goodies if the enemy gets their hands on 'em. Combat in the campaign is ferocious, bloody, and deadly. Thus, the stakes are high in death or reward, whether you are a player character, or an NPC.
This is some really great stuff!
Semper Fidelis,
SHARK
Carl, Azurakin rocks my friend! That's quite a piece of work there. Very good indeed! I think it would also be reasonable to assume that the various forces that the character has acquired could easily have come from the two large cities nearby, so there are additional forces that could concievable have all manner of skills and backgrounds. There are some pretty respectable levels there, too!

CRG: Some excellent ideas, too, sir. I think that is an element that could be certainly exploited. Dire Tigers or Dire Bears can make quite an impact on that scouting cavalry patrol, or a small foraging party, not to mention a infantry unit on the march. One or two such animals may not seem like much, but imagine an ambush where you have two dozen Dire Tigers and two dozen Dire Bears, supported by archers that have been hiding previously in a line of fortified, camoflauged Portable Holes, that all rise up and smash into the marching line of legionnaires, attacking with great ferocity and determination, and fighting to the death! With a spell or item of Nondetection, the archers and the Dire Tigers and Dire Bears, will avoid any kind of evil or undead detection spells that the Valloreans are sure to saturate the area in front of them as they march, searching for ambushes. With this kind of ambush, it remains practically undetectable, and invisible--until it's too late.

Mmadsen: Indeed my friend! Wang-Liang are quite potent! I think if someone equips them well, they can be used as special assault groups that have very powerful effects. Eventually, they might all die, but they can be sure to make the Valloreans bleed for quite some time. And, who knows? They may be able to evade capture and keep their casualties to a minimum, if they have items of regeneration, some healing, and can avoid being trapped and overwhelmed. I like 'em!

I should also note a few other things to consider.
(1) Though the Legion Standard can also cast spells as per the Planetar, the "Planetar" cannot, of itself, move. It must be moved by a creature. Obviously, as I can't quite recall all of the spell abilities of a Planetar, their spells and such must be adjuducated creatively according to the imposition of being bonded into a physical item.

(2) In the campaign, there is no resurrection or raise dead spells. Once someone is dead--they are dead. There are however, "Fate Points" and there is the Philosopher's Egg, and a few other substances, magical places, and so on, that can restore life to a dead creature, but they are usually very isolated and rare.

(3) While the Valloreans have superior numbers, and an overall superior level of mass firepower, the terrain itself, even when not animated against the invader, imposes significant challenges and difficulties. Climb, Swim, and magic communication are all great, but in order for the battalion to get up this 360-foot high wall of the gorge, it has to begin climbing. In the rain. In 85-100 degree humid, hot weather. And more rain. And more rain. And maybe a good deal of mud, too.
All along, those who are already at the top of the cliff are being ambushed by a horde of Dire Tigers, archers, werewolves, and invisible sorcerers!
I can assure you, at that point in time, the Vallorean Commander isn't going to feel they have many great advantages. They are going to feel like they have entered a sweltering, wet, blood-sucking forest of hell real fast, as good men, known to be valiant and strong, are found ripped to pieces, or crucified to a tree, every step of the way that they proceed into the dark forest!
Yes, the Valloreans will clench their jaws in grim, fanatical determination, and they will not quit, nor will they falter, nor will they turn back. They will march on, for the pride, the glory, the very security and safety of their empire is at stake, and perhaps most importantly, though, if perversely,--every beloved friend that is eaten by the tigers, or made into a vampire, or crucified to a tree, will burn the Valloreans with an unyielding resolve to fight on, for they love and cherish their friends deeply-- so they will not give up-- but they will be in pain and misery every step of the way!
As an added thought, how do two Druids resolve Control Weather spells? One wants it dark, cloudy, and rainy, but still hot and humid; while the other one wants it to be bright, sunny, clear, but cool. It's been awhile since I read that section of rules!

In all such cases where any of you make up characters for the defense, don't use the weak NPC table in the DMG. Use the standard Player Character wealth Table by level, there, and in the Epic book, as appropriate.
I personally don't believe there is anything particularly inferior about a 20th LVL Fighter, who happens to be an NPC. If the Player Character 20th LVL Fighter can have 760,000 GP in gear and magic items, then I think that the NPC's should too.

After all, when player characters die, their dead. If they avoid death directly, it still costs them a Fate Point, which is like a "life"--in that it is very precious, and not easily acquired, but all too easily lost! If the character is captured, they get screwed hard. They can expect to lose many or all of their magic items and goodies if the enemy gets their hands on 'em. Combat in the campaign is ferocious, bloody, and deadly. Thus, the stakes are high in death or reward, whether you are a player character, or an NPC.
This is some really great stuff!

Semper Fidelis,
SHARK