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Topic Subject: Zhentarim (The Faerûn Colonists)
posted 12-17-07 03:41 PM EDT (US)   
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Zhentarim:

Home nation:
Government: Theocracy (Fzoul Chembryl)
Homeland tax: 25%
Base corruption: 4%
Prestige points: pp costs 10,000 gp and can be sold for 5000 gp
Values: Zhentarim places some value in high trade, but is more impressed with conquest and spreading of the Bane faith.
Diplomacy: Very difficult to influence
Bribe: Difficult to bribe
Military: Heavy disciplined units and strong clerics
Relations: Evermeet – hostile, Neverwinter - war, Waterdeep- hostile, The Pirate Alliance - hostile Calimshan - neutral
Special: Lower rebellion threshold

Available homeland units:

Basic units:

Zhentarim light infantry
Human level 1 warriors (20) (max level 4)
Hp: 36
AC 14, touch 10, flatfooted 14
Abilities: str 12, dex 11, con 12, int 10, wis 11, cha 10
Saves: fort +3, ref +0, will +0
Equipment (720 gp): studded leather, light wooden shield, morningstar
Feats: Weapon Focus (morningstar), Disciplined
Attacks: 4x morningstar +3 (1d8+1)
Skills: Detection (cc) +1, Stealth (cc) -1, climb +1, swim -1
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 3000 gp, (replacements 125 gp)
Upkeep: 250 gp

Possible upgrades:
Masterwork morningstar (+1 attack): 6000 gp
Masterwork chain shirt (+1 AC): 4500 gp

Zhentarim spearmen
Human level 1 warriors (20) (max level 4)
Hp: 36
AC 13, touch 10, flatfooted 14
Abilities: str 12, dex 11, con 12, int 10, wis 11, cha 10
Saves: fort +3, ref +0, will +0
Equipment (600 gp): studded leather, longspear
Feats: Spear Wall, Disciplined
Attacks: 4x longspear +2 (1d8+1)
Skills: Detection (cc) +1, Stealth (cc) +0, climb +2, swim +1
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 3000 gp, (replacements 125 gp)
Upkeep: 250 gp

Possible upgrades:
Masterwork longspear (+1 attack): 6000 gp
Masterwork chain shirt (+1 AC): 4500 gp

Zhentarim light crossbowmen
Human level 1 warriors (20) (max level 4)
Hp: 32
AC 14, touch 11, flatfooted 13
Abilities: str 12, dex 13, con 10, int 10, wis 11, cha 10
Saves: fort +2, ref +1, will +0
Equipment (1300 gp): studded leather, light crossbow, light mace
Feats: Weapon Focus (light crossbow), Disciplined
Attacks: 4x light crossbow +3 (1d8) 80 ft or 4x light mace +2 (1d6+1)
Skills: Detection (cc) +1, Stealth (cc) +0, climb +2, swim +1
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 3500 gp, (replacements 150 gp)
Upkeep: 300 gp

Possible upgrades:
Masterwork light crossbow (+1 attack): 6000 gp
Masterwork light mace (+1 attack): 6000 gp
Masterwork chain shirt (+1 AC): 4500 gp

Advanced units:

Zhentarim medium infantry
Human level 1 fighters (20) (max level 4)
Hp: 44
AC 17, touch 11, flatfooted 16
Abilities: str 14, dex 12, con 13, int 10, wis 11, cha 8
Saves: fort +3, ref +1, will +0
Equipment (1700 gp): scale mail, heavy steel shield, longsword
Feats: Weapon Focus (longsword), Disciplined, Shield Wall
Attacks: 4x longsword +4 (1d8+2)
Skills: Detection (cc) +2, Stealth (cc) -5, climb +0, swim -10
Base speed: 20 ft
Charge: 40 ft
Run: 80 ft
Price: 4500 gp, (replacements 200 gp)
Upkeep: 400 gp

Possible upgrades:
Masterwork longsword (+1 attack): 6000 gp
Breastplate (+1 AC): 3000 gp

Zhentarim heavy crossbowmen
Human level 1 fighters (20) (max level 4)
Hp: 44
AC 16, touch 12, flatfooted 14
Abilities: str 12, dex 15, con 12, int 10, wis 11, cha 8
Saves: fort +3, ref +2, will +0
Equipment (2160 gp): scale mail, heavy crossbow, morningstar
Feats: Weapon Focus (heavy crossbow), Disciplined, Rapid reload (heavy crossbow)
Attacks: 4x heavy crossbow +4 (1d10) 120 ft or 4x morningstar +2 (1d8+1)
Skills: Detection (cc) +2, Stealth (cc) -2, climb +1, swim -7
Base speed: 20 ft
Charge: 40 ft
Run: 80 ft
Price: 5000 gp, (replacements 200 gp)
Upkeep: 400 gp

Possible upgrades:
Masterwork heavy crossbow (+1 attack): 6000 gp
Masterwork morningstar (+1 attack): 6000 gp
Breastplate (+1 AC): 3000 gp

Zhentarim heavy infantry
Human level 1 fighters (20) (max level 4)
Hp: 48
AC 18, touch 10, flatfooted 18
Abilities: str 15, dex 10, con 14, int 10, wis 11, cha 8
Saves: fort +4, ref +0, will +0
Equipment (5100 gp): splint mail, heavy steel shield, bastard sword
Feats: Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), Disciplined
Attacks: 4x bastard sword +4 (1d10+2)
Skills: Detection (cc) +2, Stealth (cc) -9, climb -3, swim -16
Base speed: 20 ft
Charge: 40 ft
Run: 60 ft
Price: 7500 gp, (replacements 250 gp)
Upkeep: 500 gp

Possible upgrades:
Masterwork bastard sword (+1 attack): 6000 gp
Halfplate (+1 AC): 8000 gp

Zhentarim halberdiers
Human level 1 fighters (20) (max level 4)
Hp: 44
AC 15, touch 11, flatfooted 16
Abilities: str 16, dex 11, con 12, int 10, wis 11, cha 8
Saves: fort +3, ref +0, will +0
Equipment (4200 gp): breastplate, halberd
Feats: Weapon Focus (halberd), Disciplined, Formation Defense
Attacks: 4x halberd +5 (1d10+4)
Skills: Detection (cc) +2, Stealth (cc) -4, climb +3, swim -5
Base speed: 20 ft
Charge: 40 ft
Run: 80 ft
Price: 6000 gp, (replacements 200 gp)
Upkeep: 400 gp

Possible upgrades:
Masterwork halberd (+1 attack): 6000 gp

Zhentarim Cavalry
Human level 1 fighter (10) (+10 heavy warhorses) (max level 4)
Hp: 110
AC 17, touch 11, flatfooted 16
Abilities: str 15, dex 12, con 12, int 10, wis 11, cha 8
Saves: fort +5, ref +3, will +1
Equipment (2050 gp): scale mail, heavy steel shield, bastard sword, (studded leather barding)
Feats: Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), Disciplined
Attacks: 2x bastard sword +4 (1d10+2) and 2x hoof +6 (1d6+4)
Full attacks: 2x bastard sword +4 (1d10+2) and 4x hoof +6 (1d6+4) and bite +1 (1d4+2)
Skills: Detection (cc) +4, Stealth (cc) -5, swim +2, ride +5
Special Qualities: Low-light vision, scent
Base speed: 50 ft
Charge: 100 ft
Run: 250 ft
Price: 9500 gp, (replacements 800 gp)
Upkeep: 700 gp

Possible upgrades:
Masterwork longsword (+1 attack): 3000 gp
Breastplate (+ masterwork chain mail barding): 6000 gp

Zhentarim necromancers
Human level 1 wizards (10) (+ human fighters (10)) (max level 4)
Hp: 38
AC 13, touch 12, flatfooted 14
Abilities: str 10, dex 12, con 11, int 16, wis 11, cha 8
Saves: fort +1, ref +1, will +1
Equipment (1220 gp): light crossbow, dagger, (longsword, leather armor, heavy steel shield)
Feats: Spell focus (necromancy), Spell focus (evocation)
Attacks: 2x light crossbow +1 (1d8) or 2x longsword +3 (1d8+1) and 2x dagger +0 (1d4)
Skills: Detection (cc) +3, Stealth (cc) +0, climb (cc) +2, concentration +5, swim (cc) +0
Special Qualities: Familiar (toad), specialist (necromancy), forbidden schools: Illusion, enchantment
Spells:
Level 0: 3 (Acid Splash, Disrupt Undead, Flare, Ray of Frost, Resistance, Touch of Fatigue)
Level 1: 2+1 (Burning Hands, Mage Armor, Shocking Grasp, Cause Fear, Chill Touch, Ray of Enfeeblement)
Level 2: 0
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 9500 gp, (replacements 900 gp)
Upkeep: 900 gp

Bane clerics
Human level 1 cleric (10) (+ human level 1 fighter (10)) (max level 4)
Hp: 42
AC 17, touch 10, flatfooted 17
Abilities: str 13, dex 10, con 12, int 9, wis 14, cha 10
Saves: fort +3, ref +0, will +2
Equipment (4560 gp): Breast plate, heavy steel shield, morningstar
Feats: Weapon focus (morningstar), Disciplined
Attacks: 2x morningstar +2 (1d8+1) and 2x morningstar +4 (1d8+2)
Skills: Detection (cc) +2, Stealth (cc) -6, climb (cc) -6, concentration +6, swim (cc) -12
Special attacks: Rebuke undead 3/day
Special Qualities: Domains: Law and Hatred*
Spells:
Level 0: 3 (Cure Minor Wounds, Guidance, Inflict Minor Wounds, Resistance, Virtue)
Level 1: 2+1 (Bless, Bane, Cause Fear, Cure Light Wounds, Divine Favor, Doom, Hide from Undead, Inflict Light Wounds, Summon Monster I, Magic Weapon, Protection from Chaos/Evil, Remove Fear, Shield of Faith, Magic Stone + Bane, Protection from Chaos)
Level 2: 0 (Aid, Align Weapon, Bear’s Endurance, Bull’s Strength, Calm Emotions, Cure Moderate Wounds, Darkness, Eagle’s Splendor, Hold Person, Inflict Moderate Wounds, Owl’s Wisdom, Summon Monster II, Resist Energy, Lesser Restoration, Silence, Sound Burst, Spiritual Weapon, Remove Paralysis + Calm Emotions, Scare)

Base speed: 20 ft
Charge: 40 ft
Run: 80 ft
Price: 10000 gp, (replacements 800 gp)
Upkeep: 800 gp

Possible upgrades:
Masterwork morningstar (+1 attack): 6000 gp

* Once per day, as a free action, choose one opponent (unit). Against that opponent you gain a +1 profane bonus on attack rolls, saving throws, and Armor Class. This supernatural ability lasts 1 minute.

Elite Units:

Bane war clerics
Human level 2 cleric (10) (+ Heavy warhorse (10)) (max level 4)
Hp: 124
AC 19, touch 10, flatfooted 17
Abilities: str 14, dex 10, con 12, int 10, wis 15, cha 9
Saves: fort +5, ref +2, will +3
Equipment (12280 gp): Halfplate, heavy steel shield, morningstar, (chain mail barding)
Feats: Weapon focus (morningstar) (DP), Disciplined
Attacks: 2x morningstar +4 (1d8+2) and 2x hoof +6 (1d6+4)
Full attacks: 2x morningstar +4 (1d8+2) and 4x hoof +6 (1d6+4) and bite +1 (1d4+2)
Skills: Detection (cc) +3, Stealth (cc) -8, concentration +7, swim (cc) -9, ride +5
Special attacks: Rebuke undead 2/day
Special Qualities: Domains: War and Hatred*
Spells:
Level 0: 4 (Cure Minor Wounds, Guidance, Inflict Minor Wounds, Resistance, Virtue)
Level 1: 3+1 (Bless, Bane, Cause Fear, Cure Light Wounds, Divine Favor, Doom, Hide from Undead, Inflict Light Wounds, Summon Monster I, Magic Weapon, Protection from Chaos/Evil, Remove Fear, Shield of Faith, Magic Stone + Bane, Protection from Chaos)
Level 2: 0 (Aid, Align Weapon, Bear’s Endurance, Bull’s Strength, Calm Emotions, Cure Moderate Wounds, Darkness, Eagle’s Splendor, Hold Person, Inflict Moderate Wounds, Lesser Restoration, Owl’s Wisdom, Remove Paralysis, Summon Monster II, Resist Energy, Silence, Sound Burst, Spiritual Weapon + Calm Emotions, Scare)
Level 3: 0 (Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Summon Monster III, Water Walk, Wind Wall, Water Breathing + Bestow Curse, Magic Vestment)
Base speed: 40 ft
Charge: 80 ft
Run: 160 ft
Price: 26000 gp and 1 pp, (replacements 2000 gp)
Upkeep: 2000 gp

Possible upgrades:
Masterwork morningstar (+1 attack): 3000 gp
Full plate (+ masterwork banded barding) (+1 AC, run -40 ft): 14500 gp

* Once per day, as a free action, choose one opponent (unit). Against that opponent you gain a +1 profane bonus on attack rolls, saving throws, and Armor Class. This supernatural ability lasts 1 minute.

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 01-13-2008 @ 11:59 AM).]

Replies:
posted 12-17-07 03:43 PM EDT (US)     1 / 3  
Colony:

Governor: Elrin Darkcastle (11,325 xp)
Gold: 14,809 gp
Prestige points: 4 pp
Favor: 3 fp
Items: Masterwork heavy mace, masterwork studded leather armor, masterwork rapier, wand of cure light wounds (35 charges), scroll of cure moderate wound, scroll of sound burst, scroll of cure light wounds
Income: 3952 gp
Upkeep: 1250 gp
Balance: 2702 gp
Relations (to the other colonies): Evermeet – hostile, Neverwinter - war, The Pirate Alliance – hostile
Agents: Scouts (+5 detection, +5 stealth), Spies (+5 detection, +5 stealth, +5 disguise, +5 gather information), Assassins (+5 stealth, +5 disguise), Emissary (+5 diplomacy)
Active agents:
Passive agents: scout in Land of Bane

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 03-08-2008 @ 10:06 PM).]

posted 12-17-07 03:44 PM EDT (US)     2 / 3  
Controlled provinces:

Land of Bane
Controlled by: Zhentarim (capital)
Population: 20,540; Humans 13,920, Gnolls 4620, Bugbears 1340, Ogres 660
Citizens: 13,000; Humans 9770, Gnolls 3230
Local deities: Bane, Chauntea, Gond, Yeenoghu, Maglubiyet, Vaprak
Resources: Amber (500 tp), Exotic spice (1000 tp), Exotic fruit (500 tp), River (+25% tp)
Central town: 2400; Town (max 4 mines/farms, +20% tp)
Buildings: Harbor (+25% tp), marketplace (+25% tp), shrine of Bane (+7 happiness, -5 rebellion threshold)
Harbor access: Yes (+25% tp)
Tax: Medium (3 gp/10 citizens); 3900 gp
Trade: 6960 tp (130 %)
Trade tax: Medium (30%); 2088 gp
Gross Income: 5988 gp
Corruption: 9% (539 gp)
Homeland tax: 25% (1497 gp)
Net income: 3952 gp
Freedom: Low
Happiness: 74 (73) (rebellion threshold 35)
Dungeons: Castle Ruin, Tomb

Units:

1st Zhentarim light infantry (185 xp)
Human level 1 warriors (18) (max level 4)
Hp: 32 (36)
AC 14, touch 10, flatfooted 14
Abilities: str 12, dex 11, con 12, int 10, wis 11, cha 10
Saves: fort +3, ref +0, will +0
Equipment (720 gp): studded leather, light wooden shield, morningstar
Feats: Weapon Focus (morningstar), Disciplined
Attacks: 4x morningstar +3 (1d8+1)
Skills: Detection (cc) +1, Stealth (cc) -1, climb +1, swim -1
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 3000 gp, (replacements 125 gp)
Upkeep: 250 gp

Possible upgrades:
Masterwork morningstar (+1 attack): 6000 gp
Masterwork chain shirt (+1 AC): 4500 gp

1st Zhentarim light crossbowmen (185 xp)
Human level 1 warriors (20) (max level 4)
Hp: 32
AC 14, touch 11, flatfooted 13
Abilities: str 12, dex 13, con 10, int 10, wis 11, cha 10
Saves: fort +2, ref +1, will +0
Equipment (1300 gp): studded leather, light crossbow, light mace
Feats: Weapon Focus (light crossbow), Disciplined
Attacks: 4x light crossbow +3 (1d8) 80 ft or 4x light mace +2 (1d6+1)
Skills: Detection (cc) +1, Stealth (cc) +0, climb +2, swim +1
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 3500 gp, (replacements 150 gp)
Upkeep: 300 gp

Possible upgrades:
Masterwork light crossbow (+1 attack): 6000 gp
Masterwork light mace (+1 attack): 6000 gp
Masterwork chain shirt (+1 AC): 4500 gp

1st Zhentarim halberdiers (185 xp)
Human level 1 fighters (20) (max level 4)
Hp: 44
AC 15, touch 11, flatfooted 16
Abilities: str 16, dex 11, con 12, int 10, wis 11, cha 8
Saves: fort +3, ref +0, will +0
Equipment (4200 gp): breastplate, halberd
Feats: Weapon Focus (halberd), Disciplined, Formation Defense
Attacks: 4x halberd +5 (1d10+4)
Skills: Detection (cc) +2, Stealth (cc) -4, climb +3, swim -5
Base speed: 20 ft
Charge: 40 ft
Run: 80 ft
Price: 6000 gp, (replacements 200 gp)
Upkeep: 400 gp

Possible upgrades:
Masterwork halberd (+1 attack): 6000 gp

1st Mercenary tribal axemen (185 xp)
Human level 1 warrior (19) (max level 4)
Hp: 34 (36)
AC 12, touch 12, flatfooted 10
Abilities: str 13, dex 11, con 12, int 10, wis 10, cha 10
Saves: fort +3, ref +0, will +0
Equipment (660 gp): battleaxe, heavy wooden shield, 2 throwing axes
Feats: Weapon focus (battleaxe), power attack
Attacks: 4x battleaxe +3 (1d8+1) or 4x throwing axe +1 (1d6+1) 10 ft
Skills: Detection (cc) +1, Stealth (cc) -1, climb +1, swim +1
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 1000 gp, (replacements 50 gp)
Upkeep: 300 gp

1st Human Heavy Warrior Skeletons
Human Skeleton (20)
Hp: 48
AC 17, touch 11, flatfooted 15
Abilities: Str 12, Dex 13, Con -, Int -, Wis 10, Cha 1
Saves: fort +0, ref +1, will +2
Equipment (1060 gp): rusty chainmail, Rusty halberd
Feats: -
Attacks: 4x Rusty halberd +1 melee (1d8+1)
Skills: Detection (cc) +0, Stealth (cc) -2, climb -2, swim (can’t swim, but can walk on bottom)
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, scary (-2 to enemy will save against fear)
Base speed: 20 ft
Charge: 40 ft
Run: 80 ft
Price: - gp, (replacements 25 gp)
Upkeep: 0 gp


Available units:

1 unit of:
Mercenary tribal spearmen
Human level 1 warrior (20) (max level 4)
Hp: 44
AC 11, touch 11, flatfooted 10
Abilities: str 13, dex 12, con 11, int 10, wis 10, cha 10
Saves: fort +2, ref +1, will +0
Equipment (100 gp): spear, 3 javelins
Feats: toughness, power attack
Attacks: 4x spear +2 (1d8+1) or 4x javelin +2 (1d6+1)
Skills: Detection (cc) +1, Stealth (cc) +2, climb +3, swim +3
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 1000 gp, (replacements 50 gp)
Upkeep: 300 gp

1 unit of
Mercenary Gnoll Warriors
Gnoll level 1 warriors (20) (max level 4)
Hp: 108
AC 16, touch 11, flatfooted 15
Abilities: str 17, dex 12, con 13, int 8, wis 10, cha 8
Saves: fort +6, ref +1, will +0
Equipment (1140 gp): battleaxe, leather armor, heavy wooden shield, shortbow
Feats: Weapon Focus (battleaxe), Power attack
Attacks: 4x battleaxe +6 (1d8+3) or 4x shortbow +3 (1d6)
Skills: Detection +4, Stealth (cc) +1, climb +3, swim +1
Special Qualities: Darkvision 60 ft.
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 4500 gp, (replacements 275 gp)
Upkeep: 1400 gp

Possible upgrades:
Masterwork battleaxe (+1 attack): 6000 gp
Masterwork shortbow (+1 attack): 6000 gp
Masterwork Studded leather (+1 AC): 3300 gp

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 03-08-2008 @ 10:07 PM).]

posted 12-17-07 03:45 PM EDT (US)     3 / 3  
Scouted provinces:

Southern Tribeland
Controlled by: Neutral (Gnolls)
Population: 20,000+; Gnolls, Humans, Catfolk, Centaurs, Ogres
Citizens: ?
Local deities: ?
Resources: Cacao (500 tp), Coal (-), Lead (-), Iron ore (-), River (+25% tp)
Central town: ?; Village (max 2 mines/farms)
Buildings: ?
Harbor access: No
Dungeons: ?
Army: strong

Land of the dead
Controlled by: Neutral (undead)
Population: ?; Undead, goblins, ?
Citizens: -
Local deities: -
Resources: Platinum (700 gp), Cold iron ore (-), Gems (1000 gp), Zink ore (-), Copper (-), Coal (-), Marble (500 tp, 25% discount on temples)
Central town: -
Buildings: -
Harbor access: No
Dungeons: Grand City Ruin, ?
Army: Extremly strong

The Great Desert
Controlled by: Neutral (Humans)
Population: 15,000+; Humans, Hobgoblins, Orcs, ?
Citizens: ?
Local deities: ?
Resources: Amber (500 tp), Exotic spice (1000 tp), Gems (1000 gp), Copper (-), Tin Ore (-), Salt (-)
Central town: 100+; Hamlet (max 1 mines/farms)
Buildings: ?
Harbor access: No
Dungeons: ?
Army: strong

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 02-09-2008 @ 03:34 PM).]

Age of Wonders 2 Heaven » Forums » Hall of Wonders - Role Playing & Creative Writing » Zhentarim (The Faerûn Colonists)
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