What protections would my evil horde have?

NewJeffCT

First Post
Going a bit further with my evil horde from the other day:
(see here: http://www.enworld.org/forum/genera...ort-aerial-support-would-evil-horde-have.html )

This is a huge horde of thousands - mostly gnolls, along with some other humanoids, that are marching on a mostly human port city.

The army is led by a half-fiend blackguard (CR: 16 or 17) who has used a powerful artifact to unite the normally disorganized & chaotic gnolls. He also has a goristro (gargantuan minotaur-like demon, CR: 16) and a spellweaver as the main bad guys. The PCs are level 14, but are 7 in number, and may have an equivalent NPC with them, for 8.

The human Duke leading the city had planned an almost suicidal attack on the blackguard – his plan that he (a paladin) and a group of other paladins and clerics who follow the same god will circle around the incoming army and strike the command & control after the bulk of the army has crossed the main river leading to the city. The bridge will be taken out through magic, temporarily cutting off the land-bound bulk of the army on the other side, leaving the Duke and his men & women to attempt to attack the evil horde’s leadership. If they could take out the leader, the Duke hopes gnolls would again become disorganized and would hopefully either give up, or be easy prey to the rest of the Duke’s men behind the city walls.

Until the PCs arrived, however, he was sure his plan was a suicide attack, but at least they would go out fighting and hopefully get a glorious death, and maybe allow time for some women & children to escape via boat. He even quietly told the PCs that he thought his troupe (about 20-25 paladins & clerics) would not even get through the blackguards elite flind bodyguards.

An army of that size will also have clerics, druids, shamen, adepts, maybe a sorcerer or two, etc. They also have air support in dire vultures, marrash (flying gnoll archers) and some shadows. I am debating if the vultures are led by a vrock or not. Thanks to several enworlders for the suggestions there!

My intent as DM was to have this go off as planned and hand-wave the day in between the evil horde approaching and the PCs and Duke attacking, while the PCs teleport to behind the blackguard and attempt to strike at the blackguard directly.

However, between sessions, the players have bandied about the idea of attempting an attack on their own against the evil horde’s leadership when they encamp the day before – fly in while invisible and then teleport out.

As DM, I think it is suicide to attempt to attack a whole army like that without coverage from the Duke’s attack, and having the river divide the enemy’s forces. I even told them that out of game. But, I would need to prepare for this possibility, as they still seem like they want to try it.

The army will make a brief stop in an abandoned town, so the blackguard will likely be in a larger home in the town. The demon is too big (20-25 feet tall) and too clumsy to be inside anywhere. The spellweaver will be in another area of town.

What sort of protections would an army like this have? The dire vultures and the marrash have the scent feat and will be circling above the army in turns as scouts, so will be able to detect many threats incoming via the air.

How about larger scale magical protections from mid level clerics, adepts and shamen for the army, or at least the elite troops of the horde? What protections could they provide the blackguard?

Thanks
 
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Wizard spells>

I think there is room for detection and trickery here.

Also, remember that on the eve of battle, these guys could have prepared with a few one-shot magic items for when they are most vulnerable (scrolls of spells the sorceror doesn't usually carry, for example).


Anticipate teleport would be key for the blackguard and his elites.

Put the spellweaver in one of the magical spells that creates a place to hide... (mordenkainen's magnificent mansion, leomund's secure hut, etc). Or even rope trick and undetectable aura.

Guards and wards is always fun.

Alarm.

Mirage arcana or hallucinatory terrain would mess with things as would the spell "Screen"

the Symbol spells are good warding spells to throw up for the day.


My favorite, though would be simple trickery:
Have the blackguard switch clothes with his first lieutenant and if the pcs "scry and fry" they get the wrong guy.

Also, they do have an army. Any number of fortifications/modest traps could be erected (pits, bells on strings, etc).


An awesome spell that would make them really hate the bad guys (and maybe you) would be Demand. If they do teleport away, have the spellweaver demand that the caster teleport back to him, alone.

Mind blank blocks just about all detection.

Prying eyes and greater prying eyes can scan the important areas of the camp.

Control weather could effectively close off the area to intruders.

Simulacrums of the big bad guys could be a great trick.

Scrying on the humans is probably a definite the night before an attack. They might be scrying on the pcs as a matter of course.

Veil can make a whole group look like someone else.

Permanent and programmed image can cause havoc. Illusory wall is a lower level way to do this.

Detect scrying seems reasonable.

Spell Immunity to dimensional anchor is likely wise for some.

Telepathic bond can keep the Ubers in touch with one another.
 

Too... many... creatures...

Your themes, they're suffering under the strain. Marrash + Vultures + Shadows + Goristo... so many things which are mingled together, looks like a Warcraft battle :-p.

Since we're going for a ridiculous amount of mixings...

The blackguard, as we discussed, has a pretty martial bent apparently, and if you took my suggestion those shadows are going to be his chip in from his masters... though not necessarily the only one. One of his clerics could easily be his master's watchdog... an Erinyes. On the march against a known magical threat, a great tactic would be the use of a shrouding fog. It assists sneaky movement, of course... however, there's the benefit of blindsight, scent, or true seeing...

Too many ways should be available to foil invisibility, especially if the blackguard has been in the business for long enough to know how the average goody-two-shoes will operate.

A smart commander uses a building which is going to be protected from the outside... and should use the exact same tactics the PCs use to protect themselves at night along with specific benefits from his troops.

Those shadows? Being nice and incorporeal in the walls and floors of the house... ready to touch-attack the hell out of targets and sap strength. Scent-based creatures (perhaps even a hellhound or similar creature) at the feet of the blackguard.

Ehh, plenty of protections... and the anti-flight tendrils I suggested before would be just one of them. A group of demons and talented spellcasters should be able to protect from such a simple mystic tactic.

Slainte,

-Loonook.
 

cleric spells>

Protection from good (mainly for the "no mind control" part, but the ac and lack of attacks by summoned creatures is nice too).

Shield other.

Sound burst (for the stunning)

Animate dead (raise their fallen allies)

Invisibility purge

Magic vestment (lasts 1 hour per level)

Prayer and Recitation (no limit on number affected, just an area of effect limitation)

Air walk for the Goristro? (it needs some way to fly or flying enemies/archers are going to waste it).

Death ward.

Dimensional anchor

Freedom of movement

Sending (for communication)

Imbue with spell ability (sanctuary,

Magic weapon, greater (lasts hours)

Control water to deal with the river surrounding the city.

Spell immunity to either area of effect spells (so they can get targeted, but not worry about it) or key spells like dimensional anchor, etc.

Dispel magic and break enchantment.

Insect plague

Scrying

Symbol spells.

Wall of stone (to create a new bridge if necessary, or to make a bridge from the ground to the top of the wall of the city).

Heroes feast.
 

Druid spells>

Wall of stone, death ward , air walk, insect plague, dispel magic, and control water (as the clerics)

Antilife shell (to use in conjunction with the shadows)

transmute mud to rock (and rock to mud)

SPIKE STONES and spike growth: HUGE area of effect

Wind wall (for defense against arrows)

Barkskin is 10min/level
 

Miscellaneous tactics.

The druids may have several awakened dogs/jackals to spy within the city. (Who knows, they might have been there for days, and the players have to stop them escaping.) I'd give them monk, rogue, or barbarian levels.

It would be a reasonable tactic for the uber group to have several powerful casters cast "wind walk" on them to enter the city and let their hordes in. Imagine the paladin's surprise when he surrounds the bad guys who leave him out on the fields to rapidly enter his own city!

The goristro:

I'd use this building sized creature to act as a massive crane moreso than just attacking. It can carry siege weaponry, a bridge/ramp to get in the walls, etc. It is also a living catapult with its rock throwing ability.

It should be noted that the goristro can see invisibility. Players flying in invisible will be seen by it, and perhaps hit by some of the rocks it throws.
 

Too... many... creatures...

Your themes, they're suffering under the strain. Marrash + Vultures + Shadows + Goristo... so many things which are mingled together, looks like a Warcraft battle :-p.

Slainte,

-Loonook.

Yes, I know it is too many creatures and I went through a big list at the table at the end of last session, trying to make it clear that my intent was to have them use the Duke and his group, plus the men at the city walls, to help divide the evil forces...that way, the PCs could try to take out the leader (who has the artifact that they want) while the majority of the army is busy with the other forces.

However, despite this, they are insisting on trying to plan for a hit & run encounter on their own when the bad guys are encamped.
 

It should be noted that the goristro can see invisibility. Players flying in invisible will be seen by it, and perhaps hit by some of the rocks it throws.

Yes, both the goristro & the spellweaver can see invisibility. The dire vultures and the marrashi have the Scent feat, allowing them to smell invisible foes.

I also warned them in regards to the demon that they have fought enough demons/outsiders now that they know many of them can see invisible creatures.
 

They better be ready to dismiss all those demons. As already mentioned, anticipate teleportation is brutal (especially the greater variety).

By the way killing the enemy leadership will not save the town from a horde unless you also can use massive firepower to disperse the horde afterwards. If you just kill their leader they will still pillage and loot that city, they'll just probably break apart afterwards.
 

They better be ready to dismiss all those demons. As already mentioned, anticipate teleportation is brutal (especially the greater variety).

By the way killing the enemy leadership will not save the town from a horde unless you also can use massive firepower to disperse the horde afterwards. If you just kill their leader they will still pillage and loot that city, they'll just probably break apart afterwards.

The city itself has walls and a thousand men defending it, plus things like catapults, ballistae and their own casters. The Duke and his group were going to be an elite strike force, while the PCs were the "more elite" strike force.
 

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