The minitures I use for battles have a body color and a head color which are used to uniquely identify them. The colors used are: Black, Blue, Green, Red, Yellow, Purple, Gray, Aqua
When creating encounters, the monsters should be assigned a color combination as a part of that characters stats. This will allow me to track the HP of damage they receive and the abilities of the individual abilities.
The Githyanki will be split into 3 groups.
The first sent in will be fodder so the party may be observed and their
strengths and weaknesses found. The low level folks will be in the first
group. None of the Knights will come out.
The next will be the Initial contact group that will lay an ambush
for the party away from the redoubt. They will attempt to:
The last group is the one that will remain in the Redoubt Room.
If the party stumbles on the Redoubt Room before the ambush takes place,
the Remote group will come to their aid in 1d4 rounds and the party will
probably die! The redoubt group has only one objective: Prevent the party
from entering the Pool room and attacking the Main Brain.
The 3 Oldest MF will stay with the brain and attack anyone coming through
with no regard for their life at all.
There are a total of 60 Githyanki serving the MF. Their stats are:
Plane Shipft to the Astral Plane (May go to Etherial plane to get Wraithformed).
Fighter-25
Level 4-2
Level:4 AC:4 Weapon: 2 Hand Sword
THAC0:16 HP: 24
Level:4 AC:4 Weapon: 2 Hand Sword
THAC0:16 HP: 11
Level 5-2
Level: AC:4 Weapon: 2 Hand Sword
THAC0:15 HP: 23
Level: AC:1 Weapon: +1 2 Hand Sword
THAC0:15 HP: 28
Mage Level:3 AC:7 S. Leather (6)
Weapon: 2 Hand Sword THAC0:19
HP:8 Spells: 2/1
Role: Fodder/Armor, M. Missle-Stinking Cloud
47,
32,
44,
37,
29
Fighters
Level 6-6
Level:6 AC:3 Weapon: 2 Hand Sword
THAC0:14 HP: 12 Red/Black
Level:6 AC:3 Weapon: 2 Hand Sword
THAC0:14 +1 to Hit HP: 23 Red/White
Level:6 AC:2 Weapon: 2 Hand Sword
THAC0:14 +1 to hit HP: 19 Red/Green
Level 7-5
Level:7 AC:3 Weapon: 2 Hand Sword
THAC0:14 +1 to hit and damage HP: 43 Blue/Black
Level:7 AC:4 Weapon: 2 Hand Sword
THAC0:13 HP: 38 Blue/Silver
Level 8-2
Level:8 AC: 2 Weapon: 2 Hand Sword
THAC0:12 +1 to hit HP: 66 Purple/turq
Level 9-2
Level:9 AC: 0 Weapon: +1 2 Hand Sword
THAC0:11 +2 to hit, +1 damage HP: 74 Black/White
Level 11-1
Level:11 AC: 0 Weapon: +1 2 Hand Sword
THAC0:9 HP: 75 Green/Blue
Mages (Mage Minatures are bows)
Level:4 AC:5 S. Leather Weapon:
2 Hand Sword THAC0:19
HP: 9 Spells: 3/2 Black/Green
Role: Missle Man/Shield, M. Missle, M.Missle-Ray of Enf.
Level:5 AC:5 S. Leather Weapon:
2 Hand Sword THAC0:19
HP: 23 Spells: 4/2/1 Blue/Yellow
Role: MassKiller/Shield, Burning Hands, Spook X 2-Stinking
Cloud, Pyrotechnics-Fireball
Level:6 AC:5 Weapon: 2 Hand Sword
THAC0:17 HP:23 Spells:
4/2/2 Green/Gray
Role: Mage Disrupter/M.Missle X 3, Shield-Ray of Enf.
X 2-L. Bolt X 2
Level:9 AC:5 Weapon: 2 Hand Sword
THAC0:15 HP:24 Spells:
4/3/3/2/1 Yellow/Red
Role: Leader Killer/M. Missle X 3, Prot. F.Good-Ray of
Enf., Pyrotechnics, Blur, Invis.-Light.Bolt X 2, Spirit Armor-Greater
Malison, Poly. Other-Imp. M. Missle (18 1d3+1)
Fighter/Mages These minatures carry Blowtubes
Level:2/3 AC:5 Weapon: 2 Hand Sword
THAC0:18 HP:11 Spells:
2/1 Green/Brown
M.Missle X 2-Blur
Level:3/3 AC:5 Weapon: 2 Hand Sword
THAC0:18 HP:12 Spells:
2/1 Purple/Turq
Prot.F.Good,Jump-Blur
Level:4/4 AC:5 Weapon: 2 Hand
Sword THAC0:16 HP:14
Spells: 3/2 Brown/Yellow
Prot.F.Good,Jump,M.Missle-Invis., Scare
Level:4/5 AC:5 Weapon: 2 Hand Sword
THAC0:16 HP:22 Spells:
3/2/1 Yellow/Black
Prot. F/Good, Jump,M.Missle-Blur,Invis.-Fly
Level:5/5 AC:5 Weapon: +1 2 Hand
Sword THAC0:15 +1 to hit
HP:29 Spells: 3/2/1Blue/Purple
Prot. F/Good, Jump,M.Missle-Blur,Invis.-Fly
Illusionists Axmen Minitures
Level:4 AC:9 Weapon: 2 Hand Sword
THAC0:17 HP:10 Spells: 3/2 Blue/Brown
Change Self, Charm Person X 2-Imp. Phant. Force X 2
Level:6 AC:10 Weapon: +1 2 Hand
Sword THAC0:15
HP:16 4/3/2 Black/Yellow
Audible Glamor, Change Self, Charm Person-Know Ali., Invis.-Spectral
Force X2
Knights
Knights 12 - Evil Paladins
Abilities:
Det. Good, +2 Bonus to All ST, Immune to Disease, Heal, Cause Disease,
Prot. Good Aura -1 to hit
Level:3 AC:2 Weapon: 2 Hand Sword
THAC0:17 HP:10 Yellow/Brown
Level:4 AC:1 Weapon: +1 2 Hand
Sword THAC0:16
HP:16 Yellow/Green
Level:6 AC:0 Weapon: +2 2 Hand
Sword THAC0:14 +1 to hit and
damage HP: 25 Black/Yellow
Level:8 AC:-1 Weapon: +3 2 Hand
Sword THAC0:12 +1 to hit
HP: 40 Turq/Yellow
Level:9 AC:0 Weapon: +3 2
Hand Sword THAC0:11 +2 to hit and damage
HP:53 Red/Yellow
Bless, Healing
Level:10 AC:-1 Weapon: +3 2 Hand
Sword THAC0:10 +2 to hit and
damage HP: 66 Red/Blue
HealingX2-Flame Blade Healing
42, 28, 38, 47, 41, 42,
46, 49, 45
Level 6-6
Level:6 AC:3 Weapon: 2 Hand Sword
THAC0:14 HP: 12
Level:6 AC:3 Weapon: 2 Hand Sword
THAC0:14 HP: 23
Level:6 AC:2 Weapon: 2 Hand Sword
THAC0:14 HP: 19
Level 7-5
Level:7 AC:2 Weapon: 2 HandSword
THAC0:13 HP: 40
Level:7 AC:1 Weapon: +1 2 Hand
Sword THAC0:13
HP: 42
Level:7 AC:0 Weapon: +1 2 Hand
Sword THAC0:13
HP: 45
Level 8-2
Level:8 AC: 1 Weapon: +1 2 Hand Sword
THAC0:12 HP: 61
Level 9-2
Level:9 AC: 0 Weapon: +1 2 Hand Sword
THAC0:11 HP: 74
Level 10-1
Level:10 AC: 0 Weapon: +1 2 Hand Sword
THAC0:10 HP: 39
Level 11-1
Level:11 AC: 0 Weapon: +1 2 Hand Sword
THAC0:9 HP: 80
Mages
Level:6 AC:5 Weapon: 2 Hand Sword
THAC0:17 HP:18 Spells:
4/2/2
Role: Fighters Aid/Jump, Shield X 2 (cast on Fighter/Mage),B
Hands-Blur (Cast on Knight), Invisibility-Fly, Inv. 10' Rad.
Level:7 AC:5 Weapon: 2 Hand Sword
THAC0:17 HP:18 Spells:
4/3/2/1
Role: Redoubt Protector/Prot F.Good X 2, Shield X2-Blur X
2, Blur, ESP-Haste, Invis. 10'-Minor Globe of inv.
Level:7 AC:5 Weapon: 2 Hand Sword
THAC0:17 HP:21 Spells:
4/3/2/1
Role:Redoubt Protector/ProtF.Good X 2, Shield X 2-Blur X
2, Scare-Invis. 10' Rad., Haste-Minor Globe of Inv., Fear
Fighter/Mages
3/4, 4/4, 3/3, 2/2, 3/3, 4/4, 4/4, 2/3, 5/6, 5/5
Level:3/3 AC:5 Weapon: 2 Hand Sword
THAC0:17 HP:13 Spells:
2/1
Prot.F.Good,Jump-Blur
Level:3/4 AC:5 Weapon: 2 Hand Sword
THAC0:17 HP: 13 Spells: 3/2
Prot.F.Good,Jump,M.Missle-Invis.,ESP
Level:4/4 AC:5 Weapon: 2 Hand Sword
THAC0:16 HP:16 Spells:
3/2
Prot.F.Good,Jump,M.Missle-Invis., Scare
Level:4/4 AC:5 Weapon: 2 Hand Sword
THAC0:16 HP: 23 Spells: 3/2
Prot.F.Good,Jump-Blur
Level:5/6 AC:5 Weapon: +1 2 Hand
Sword THAC0:15
HP:30 Spells: 4/3/2
M.Missle X 4- Ray of Enf x 2, Stinking Cloud-L. Bolt X 2
Illusionist
No Armor worn, Dex Bonus included
Level:4 AC:10 Weapon: 2 Hand Sword
THAC0:17 HP:12 Spells: 3/2
Change Self, Charm Person X 2-Imp. Phant. Force X 2
Level:5 AC:8 Weapon: 2 Hand Sword
THAC0:16 HP:14 Spells: 3/2/1
Audible Glamor, Change Self, Charm Person-Know Ali., Invis.-Spectral
Force
Level:7 AC:9 Weapon: +2 Long Sword
THAC0:14 HP:21 4/3/3
Change Self,Audible Glamor, Taunt-Imp. Phant. Force X 2, Blur-Spectral
Force X 2, Haste
Knights - Evil Paladins
Abilities: Det. Good, +2 Bonus to All ST, Immune to Disease, Heal,
Cause Disease, Prot. Good Aura -1 to hit
Level:3 AC:2 Weapon: 2 Hand Sword
THAC0:17 HP:12
Level:4 AC:1 Weapon: +1 2 Hand
Sword THAC0:16
HP:19
Level:7 AC:0 Weapon: +2 2 Hand
Sword THAC0:13
HP:32
Level:7 AC:0 Weapon: +3 2 Hand
Sword THAC0:13
HP:49
Level:9 AC:-2 Weapon: +3 2 Hand Sword
THAC0:11 HP:55
Healing, B. Hands
Level:11 AC:-3 Weapon: +3 Vorpal
Long Sword THAC0: 9
HP:79
Healing X 2,Bless- Flame BladeX2, Cure Serious
Mage Info
As all the mages learn the spells from the same spell books and don't
have the means to research spells, there is a standard list for all mages.
However, not all have all the spells available. The Grand Knight picks
the spells that they will memorize as this is a major strategic consideration.
The spells are chosen then the mages who will cast them is determined.
7, 6, 6, 4, 5, 7, 3, 9
Mages Master Spellbook
1st (all)
Armor Burning Hands Enlarge Jump M. Missle Prot. F/Good Read Magic Reduce Shield Sleep Spook |
2nd Level (3rd)
Blindness Blur Deafness ESP Invisibility Pyrotechnics Ray of Enfeeble Scare Stinking Cloud |
3rd Level (5th)
Fireball Fly Haste Invis. 10' Rad. Lightning Bolt Slow Spectral Force Spirit Armor |
4th Level (7th)
Enchanted Weapon Fear Greater Malison Minor Globe of Inv. Polymorph Other Shadow Monsters |
5th Level (9th)
Avoidance Big. Interposing Hand Cloudkill Magic Staff Shadow Door Imp. Magic Missle Wall of Stone |
7, 4, 6, 5, 4
Illusionists Master Spellbook
1st Level
Audible Glamer Change Self Charm Person R. Magic Taunt Sleep Spook |
2nd Level
Blur Det. Good Imp. Phant. Force Know Align. Leomund Trap Invisibility |
3rd Level
Blink Haste Illus. Script Invis 10' Rad Spectral Force |
4th Level
Rainbow Pattern Pebble to Bolder Imp. Magic Missle |