Level 6 Battle Residents

Battle Groups: Initial Contact - Remote Attack - Redoubt Group
Miniture use

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:

  1. Kill as many as possible
  2. Split up the group
  3. Isolate party for pick up by the MF


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

Group 1 - Initial Contact Group

Level 3-6
Level:3    AC:5    Weapon: 2 Hand Sword      THAC0:17      HP:9
Level:3    AC:4    Weapon: 2 Hand Sword      THAC0:17      HP:12
Level:3    AC:3    Weapon: 2 Hand Sword       THAC0:17      HP:26
Level:3    AC:2    Weapon: 2 Hand Sword     THAC0:17      HP:18
Level:3    AC:1    Weapon: 2 Hand Sword      THAC0:17      HP:20
Level:3    AC:0    Weapon: 2 Hand Sword      THAC0:17      HP:21

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
 
 

Remote Destruction Group

MIND FLAYER - AC 5; MV 12"; HD 8D8+4; #AT 4; DMG 2(x4); THAC0:12
MR 90%; INT GENIUS; AL LE; SIZE M; INT 17-18; MORALE 15
SA MIND BLAST - 60' long, 5' to 20' cone, Save VS Wand or Stunned 3d4 rounds
(Mage - 7TH LVL MASTERY) suggestion, charm person, charm monster, ESP, levitate, astral projection, and plane shift.
TENTACLE HIT CAUSES DEATH IN 1-4 ROUNDS (use the ork minatures)
43,               44,                 30,                33,                31,
 

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
 

Redoubt Group

MIND FLAYER - AC 5; MV 12"; HD 8D8+4; #AT 4; DMG 2(x4); THAC0:12
MR 90%; INT GENIUS; AL LE; SIZE M; INT 17-18; MORALE 15
MIND BLAST - 60' long, 5' to 20' cone, Save VS Wand or Stunned 3d4 rounds
(Mage - 7TH LVL MASTERY) suggestion, charm person, charm monster, ESP, levitate, astral projection, and plane shift.
TENTACLE HIT CAUSES DEATH IN 1-4 ROUNDS
47,                      36,                      43,               41,                    37,                   46,

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