Heroes of Battle - 3.5e

Page 55

Centuries ago, the cleric Pelarch made a pact with the powers of death and evil, transforming himself into a lich in exchange for bringing death and undeath into the world. In the intervening years, he has bided his time, plotting and planning the battles to come. Now he has determined that the time is right, and he has raised up his undead horde to wage war. Pelarch’s first victory was not on the battlefield but instead involved one man. Basarab Voivode was a noble paladin who lost his family while he was away at war. Over the span of a decade, Pelarch slowly corrupted the paladin, eventually turning him to the path of the blackguard. Once his field general was secure, the lich began gathering his army by recruiting clerics of Nerull to his cause. The legion’s first assault involved the capture of an onyx mine, where undead miners continue to produce onyx for the animation of more zombies and skeletons. Eventually Pelarch was able to coerce more free-willed undead under his banner; he especially coveted these creatures due to their ability to create additional spawn. Now a throng of undead marches to battle, supported by a small cult of Nerullites. Skeletons and zombies make the bulk of the army, with low-level clerics bolstering the ranks. Cleric lieutenants make use of animate legion spells (see page 124) to temporarily animate fallen enemies, or channel negative energy to repair the undead horde. Wights can turn the tide of battle quickly, as they create spawn from lesser troops to supplement their own numbers, and packs of ghasts and ghouls provide more subtle but just as deadly strike teams. With every battle, the numbers of Pelarch’s Unliving Legion swell, and if they are ever defeated and scattered to the winds, Pelarch will re-form the force and spend centuries planning his revenge.

Reserve EL 8: The unicorns are initially kept in reserve, as Freuntin waits to see where they might best bolster the troops. Their speed allows them to join battle quickly, and if a particularly dangerous enemy or group of enemies makes their presence felt Freuntin will direct the unicorns to teleport into a position from which they can unleash a devastating charge. They might also be used to help injured troops as well, teleporting into Command Retinue the midst of the melee and using their healing magic EL 16: Pelarch is accompanied by his field general, on the wounded. blackguard Basarab Voivode, and two Nerullite cleric Unicorns (6): hp 42 each; Monster Manual page 249. colonels. Pelarch is extremely patient, and content to let his undead horde do battle; after all, they are easily Strike Team replaced. Basarab is more restless and will eventually charge off into the battle if he gets bored. If an enemy EL 9: The werebears and their ursine allies form a powerful but mobile strike team. Those unfortunate enough to be unit or foe seems particularly strong, Pelarch will send the target of these troops are usually quickly overpowered one of his colonels or Basarab to deal with them. The by the sheer strength and ferocity of the lycanthropes. The lich only enters combat himself if directly confronted werebears typically attack in hybrid form. Their tactics or if he deems that Basarab cannot handle it. Once he are straightforward: They head toward their objective, begins to fight, however, Pelarch uses the most direct and destroying any who get in their way. If the normal bears damaging spells at his disposal, targeting good-aligned become significantly injured, with one-quarter or fewer clerics or wizards first with multiple destruction spells hit points remaining, then the strike team will make and using harm on warriors or rogues. Pelarch knows a fighting withdrawal, with the werebears protecting his physical shape will reform if he is “killed,” so he has the retreat. no fear of being destroyed. Basarab focuses his attacks Brown Bears (3): hp 51 each; Monster Manual page 269. on those attacking Pelarch, setting himself up for sneak Werebears, Dwarf Warrior (2): hp 32 each; page 146. attacks and using his smite ability when appropriate. In the meantime, the clerics will employ their spells to increase their Armor Class and melee abilities, then

CHAPTER 3

Shock Troop EL 7 or 8: When battle is joined, the attack is spearheaded by lizardfolk warriors, led by a lieutenant underling of the chieftain. They initiate the conflict with a volley or two of javelins before charging in with club and claw. In swampy terrain they might try to hide in a bog, emerging with surprise to attack the enemy. Some lizardfolk infantry are supported by shamblers, or can call for one if the situation is dire. In such cases, a shambling mound arrives in 1d6+1 rounds. Lizardfolk Infantry (10): hp 11 each; Monster Manual page 169. Lizardfolk Lieutenant: hp 49; page 150. Shambling Mound: hp 60; Monster Manual page 222.

PELARCH’S UNLIVING LEGION

BATTLEFIELD ENCOUNTERS

falling from the sky herald their arrival 1d4+2 rounds later. The eagles can find and carry rocks or trees that weigh between 200 and 300 pounds and drop them from a height of 100 feet, dealing up to 10d6 points of damage; see the aerial bombardment rules in Chapter 4. It takes a giant eagle 1d4 rounds to find another payload to drop, 1 round to pick it up, and 1 round to get into position again, so an eagle can only attempt an aerial bombardment every 1d4+2 rounds. Centaur Scout Squad (5): hp 26 each; Monster Manual page 32. Giant Eagle Bombardiers (3): hp 26 each; Monster Manual page 93.

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War Mastiff

4min
pages 157-158

Rainbow Crow

4min
page 155

Luna Moth

4min
page 154

Magic Siege Engines

3min
page 133

Standards

4min
page 132

Terrain Alteration

2min
page 122

Teamwork Benefit Descriptions

18min
pages 117-120

Legendary Leader

22min
pages 107-111

War Weaver

13min
pages 112-114

Dread Commando

17min
pages 103-106

The Team Roster

5min
page 116

Teamwork Benefits

4min
page 115

Battlefield Award Summary

3min
page 92

Promotions

2min
page 91

Victory Points

4min
page 78

The Rally Check

7min
pages 73-74

XP in Supported Encounters

4min
page 62

Volley of Arrows

3min
page 68

Tanar’ric Horde

2min
page 57

Pelarch’s Unliving Legion

6min
pages 55-56

Baatezu Brigade

2min
page 58

Get ’em Out Alive! (10th

7min
pages 51-52

Take Out the Trebuchet (8th

3min
page 50

Left Behind (8th

3min
page 49

Chapter 3: Battlefield Encounters

2min
page 45

Destroy Artillery (6th

3min
page 47

Random Encounters

10min
pages 43-44

Prisoner Exchange (6th

3min
page 48

When Things Go Off the Chart

4min
page 42

Earthworks

5min
page 35

Other Hazards

4min
pages 36-37

Adventuring off the Battlefield

8min
pages 13-14

Think Big/Play Small

5min
page 6

The Course of Events

5min
page 20

Chapter 2: Building Adventures

2min
page 17

Strategic Downtime

5min
page 12

Treasure in a War Campaign

8min
pages 10-11

Encounter Pacing

10min
pages 22-23

Barriers and Obstacles

10min
pages 32-34
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