How Would You Defend A Mountain Fortress?

SHARK

First Post
Greetings!

I really liked the creativity that my friend mmadsen inspired about a band of Goblins. In one of my campaigns, there is an interesting situation that is developing. The details follow!:)--

Well, suppose that you are the commander of a powerful fortress. How would you develop it's defenses? You must be prepared for commando raids by groups of 15-40 powerful adventurers, as well as raids by enemy cavalry forces, and ultimately--a showdown with an invading Vallorean army composed of 350,000 Legionnaires!

The Valloreans are organized into thirty-five Legions, each having 10,000 Legionnaires. The Vallorean army will no doubt have plenty of supplies, engineers, extra equipment, and formidable magical support from enchanted war machines, powerful warrior-clerics, and dreaded wizards. The Valloreans can also expect to have various contingents of elves, dwarves, halflings, as well as other races and beings, including some ogres and small units of Cloud-Giants.

The fortress that you command is a great stone citadel that was forged from a great mountain-top by a group of powerful Wang-Liang/Half-Fiends. The fortress rests on the upper ridge of a series of mountain-slopes and fairly deep ravined meadows. Imagine the great fortress set into a ridge area with six sides. Two sides are sheer mountain cliffs that drop straight-away into a vast canyon that drops 1800-feet below to a huge, foaming river. On a third side, the ridge gradually slopes about a hundred feet down, where the top of a great river flows, and drops off in a great waterfall that crashes further below, some 1800 feet. The river itself is one mile wide, and fast-flowing. The surrounding area for miles and miles is dark, temperate rainforest. The remaining sides, as it were, gradually slope into the dark forest, punctuated by steep ravines--until the ridges settle some five-hundred feet below. Once at the bottom, the forest and land is fairly level, marked on occasion by a large hill now and then, or a rolling meadow. The river flows from a north-eastern direction, before turning south of the fortress, and flowing due west.

Season: Spring. The tempatures range in the 75-90 degrees, with lots of rainfall. The enemy forces are known to be not far away, and they may launch operations against your area anytime this year. The general geographical area you are in command of is somewhat isolated strategically from receiving any large reinforcements. Occasional supplies and modest reinforcements may reach you from time to time. Largely, you must make do with the resources that you have at your command.

The fortress is not the only area that you must hold. The fortress not only guards the river, but also an important trade route that extends to the south. The Valloreans have forces capable of raiding the trade route, but because of terrain, and diplomatic relations with several of these southern nations, the route will probably remain open. However, keeping trade open to the south for the nation that you belong to is not the only priority. The very fact that you command this important fortress, and the rugged, mountainous area that the citadel overlooks, also poses a strategic problem for the invading Vallorean forces. The Valloreans cannot advance too far further into the northern lands of the kingdom, nor can they advance far to the east, because of you. The forces and position here represent a threat that they cannot leave unguarded.

Still, with forces of the evil kingdom massing in the north, and north-east, the Valloreans cannot fully commit to crushing your position with all of their field armies, thus restricting the forces that they are likely to have available for this year's operations. Keep in mind though, that the Valloreans are well-equipped, and determined enough to organize all-weather operations, and ferocious offensives even in the dead of winter. Thus, you as the commander, cannot rest easy that you only have to concern yourself with fair-weather campaigning! None the less, your continued resistance weakens the invading Valloreans, because they cannot likewise amass their full strength against your countrymen to the east and to the north.

With time, the Vampire King Mallenar will gather new, powerful armies to sweep the Valloreans in a storm of blood and fire! Your continued resistance here, in this important area, is critical for the great king to formulate his plans. Needless to say--your failure to succeed in this mission will not please the great Vampire King. You can imagine your fate--it will not be pleasant. But, of course, you have great capability to emerge victorious in this struggle!

The fortress also features a magma lake deep underground, as well as extensive ruby, silver, and iron mines. The fortress also guards two large cities--one approximately eight miles upriver, on the western bank of the river, named Koben-Charrak; while the other city, Mydren, is on the other side, some 18 miles away to the east. Both cities have populations of approximately 120,000 people. Politically, the cities can be sacrificed. However, these cities also help maintain the southern trade route, as well as supply your fortress with food and resources. Though you could survive if the Valloreans captured them, your forces will be more capable and better supplied if you can maintain control of these two cities. There is a ridgeline of mountains that run from the north, and gradually end in a cluster of hills that lay to the west of the fortress. This line of mountains--some rising to 8000 feet--serve to form a forested and rugged protection to the city of Koben-Charrak that is to the north of the fortress, and indirectly, also Mydren which is further to the east. The fairly level areas of forest and meadows open up for approximately three miles to the north of the fortress, before the mountain slopes begin. Thus, the invading Valloreans would have to essentially come through this fortress to get to the two cities beyond. That is essentially, but not absolutely. With time and determination, the Valloreans could make it through the rugged mountains to the north with a force, and come down on Koben-Charrak from the north-west.

Chief areas for defense and fortification for you to be generally focused on are as follows:

(1) The fortress itself
(2) The surrounding forest
(3) The mountains and hills within about ten miles in every direction.
(4) The city of Koben-Charrak, and the river-crossings. There is an extensive barge system and river traffic that moves across, and up and down the great river. This river traffic is not only a source of supplies, but also troop deployment. Your forces are familiar with the terrain, and the terrain favours the defense. Attacking forces will be in for a difficult time, even under the best leadership. Being outnumbered, and with limited hard military support, you will have less margin for error, and will have to deploy and equip your forces carefully, and also to make every operation, ambush, and struggle count. The enemy forces may very well send elite units of adventurers to assassinate you, and wipe out the command staff before the arrival of the Legions. In addition, though you are quite capable, it should be realised that the enemy will very likely end up assaulting the fortress by storm. The Valloreans will not be merciful, nor will they spare the city populations. Anything that seems tainted and wicked in whatever manner, can be expected to be put to the sword, or burned at the stake. Be prepared for ferocious, relentless, and absolutely ruthless attacks by the Valloreans.

Thus, that is the political, military, and economic situation. Your
forces are as follows:
____________________________________________________
Forces:

Commander: 50th level. (You)

(12) elite specialists: Each are no more than 30th level.

(24) Lords: Each are no more than 20th level.

(1) Wang-Liang/Half-Fiend General. (30th level)

(2) Wang-Liang/Half-Fiend Lords. (20th level)

(30) Wang-Liang/Half-Fiends (16th level)

(300) Wang-Liangs (12th level)

(38) Fire-Giants (Reasonable deployments, no individual higher than 20th level.)

(24) Cloud-Giants (Reasonable deployments, no individual higher than 20th level.)

(15) Chimera's

(12) Manticore's

(600) Vampires, (Reasonably distributed between 6th-12th level)

(880) Werewolves (Reasonably deployed between 4th-12th level)

(2800) Ogres (all are young Ogres from a military academy; no individual can be higher than 10th level, reasonably distributed.)

(26,000) Hobgoblins; standard levels as organized.

(100,000) Humans; roughly organized as follows:

standard level progression, as per the DMG for population distribution. In any event, all are at a minimum of 2nd level, with the majority being Fighters.

You are only restricted to appropriate equipment and treasure levels as noted for specific characters in the DMG. The forces described, however, can be deployed in whatever manner you think best, whether it is Light Infantry, Heavy Infantry, Heavy Cavalry, what have you. Population percnetages from the DMG will also serve as a guide for how many wizards, clerics, and so on are available, as well as what level they are. With these restrictions in mind, you may equip and organize the forces as you think best, and as limited by the appropriate treasure levels.
____________________________________________________

How would you organize, equip, and deploy such forces?

How would you fortify the various locations?

Feel free to write up the various characters and equip them (individual characters) with whatever magic item that is from the "core" rulebooks (DMG, PHB, FRCS, OA, ELH, and the class-splat-books.)

How would you defend the fortress? With what magic? What kind of traps? What kind of forces?

Various ideas that you develop and detail will potantially be put to the test with my group!

I have thought of several ideas already, but I thought it would be cool and fun, too!--to hear what the fine gathering of minds here thinks. Thankyou very much, for your thoughtful consideration!

Semper Fidelis,

SHARK
 

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Yuan-Ti

First Post
My first thought is working some of those 600 (holy sh*t!) vampires into the Valorean army camps. They would make excellent spies and could even serve as a plague "infecting" the Vallorean troops.

Werewolves would make excellent scouts so that I know of any movement in the wilderness areas.


Two questions:

1) How am I feeding this massive garrison?
2) Do the Valloreans have more than 35 Legions or are they bringing everything they have against me?

Obvious weaknesses:

1) I've got no one under my command who excels at tunnel fighting. Therefore the fortress is vulnerable to attack from below if the Valloreans can command large numbers of Dwarfs, Gnomes, etc.
2) My air force is pathetic. What have the Valloreans got in terms of air assault forces?
 

Hand of Evil

Hero
Epic
Really would have to see a lay of the land.

Some thoughts:

I would limit ways to the fortress, this could be done by standing stones to block siege equipment to pits. All ways up would expose the right side of the body (the shieldless arm) to arrows. I would have placed my catapults for maxium effect, most likely a cross over pattern, also have worked out ranges ahead of time. I like fire, so I would have stocked oils for dropping on foes.

Now being RICH I would have placed immovable rods at places in air in front of my fortress, this means any rocks that hit them would be like hitting a wall, falling down on the foe below, I could fire over them but it would limit what could hit me.

Too many spells to think about on how to use but I would use them as a mine field.
 

Bonedagger

First Post
Hand of Evil said:
Now being RICH I would have placed immovable rods at places in air in front of my fortress, this means any rocks that hit them would be like hitting a wall, falling down on the foe below, I could fire over them but it would limit what could hit me.

They're still just Rods. They can get broken (Hardness 10, 10 hp). Anyway. A flying bulder would probably exceed a pressure of 8000 pounds.
 
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Hand of Evil

Hero
Epic
Bonedagger said:


They're still just Rods. They can get broken (Hardness 10, 10 hp). Anyway. A flying bulder would probably exceed a pressure of 8000 pounds.

True they could break but being hit by 8000 pounds (4 tons) is not the same as supporting 8000 pounds. The rods would move. The rods are also harder than the stone 10 vs 8, and hit point are 30/inch for rod, 15/inch of stone.
 

Bonedagger

First Post
Hand of Evil said:


True they could break but being hit by 8000 pounds (4 tons) is not the same as supporting 8000 pounds. The rods would move. The rods are also harder than the stone 10 vs 8, and hit point are 30/inch for rod, 15/inch of stone.

Your right. It's not the same. It's worse. It actually damage the object more in real life.

They would probably move out of the way but that's not the problem here. Neither is breaking the rod as per D&D definition (27 DC). The Rod will be struck by flying bulders battering it useless. Don't know about catapults but a Hillgiant does 2d6+7 dmg per hit with a bulder. Kind of bad when the rod only has 10 hardness and 10 hp (DMG. p. 195).

(And 8000 pounds ~ 3,6 tons)


Have somebody throw up a wall of force instead.
 
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Zenon

First Post
Hi SHARK!

The problem with trying to have the Vampires infiltrate the Valloreans is that the Valloreans have too much experience fighting them in SHARK's world. They same with the Were-creatures.

This would be my large scale plan(I'll leave the details up to you!):

Use of real-time intelligence to draw an enemy force into a kill zone. The kill zones would not be pre-determined, but established to react to enemy movements. There is too much area to try to defend.

Utilizing the human population spread across the 10 mile zone (I am assuming many small settlements, farms, etc). I would place at least one agent in each armed with a single use magic item of Whispering Wind. This is assuming to farmlands are expendable and the stronghold has large storeroom, or magic storeroom ala Stronghold Builder's Guidebook).

From the SRD:

Whispering Wind

Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: One mile/level
Area: 10-ft.-radius spread
Duration: Until discharged (destination is reached) or no more than 1 hour/level
Saving Throw: None
Spell Resistance: No

The character sends a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to the character, provided that it can find a way to the location. (It can’t pass through walls, for instance.) The whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. The character can prepare the spell to bear a message of up to twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. The character can likewise cause the whispering wind to move as slowly as one mile per hour or as quickly as one mile per 10 minutes. When the spell reaches its objective, it swirls and remains until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.

The potion or single-use magic item would be created at 1st level (to minimize cost and XP hit for item creation). This would still generate a 6 mile range (using the 1 mile in 10 minute rate with a 1 hour duration) to have the message delivered. Note also that the message does not have to be directed to a person, simply an area the user is familiar with. Having that area always manned will ensure receipt of message.

I would then utilize the vampires to turn anything in the armies path into a vampire spawn (if less than 5th level) or true vampire (if higher level). Lycanthropes take too long to be able to control their powers to create from scratch.

Spellcasters would be dispatched to Control Weather in the area, and utilize Call Lightning into the ranks of the army(this is assuming you have access to druidic magic). This should provide a dual purpose - harrass and slow army advancement thus gaining more time to raise vampire spawn in their path and also occupy enemy spellcasters by forcing them to expend resources to protect advancing troops, or memorize defensive spells instead of offensive ones.

Concentration of the destruction of supplies of the opposing forces would be the next highest priority target. Since the opposing forces will be opperating well withing a controlled area, forcing destruction of local supplies will force a dependence upon conventional supply lines, unless magic is used to transfer supplies in. Again, if this option is used, enemy spellcasters are forced to divert from offensive operations and are relegated into a support role. Hit and run raids against supply caravans then then commence, forcing use of troops to attempt to protect them.

While harrassing enemy supply lines, destroy beasts of burden and infect as many soldiers with lycanthopy and vampirism as possible. Use hit and run tactics. This will generate a strain upon enemy resouces (clerical) to heal/cure troops. If they do not choose to pursue this, it will generate a loss in morale as troops are force to kill friends and comrades, knowing they are next to die at their friends hands if they are infected. Loss of beasts of burden will slow the enemy to foot speed.

The domination power of the vampires should be used to sow confusion and chaos within enemy ranks. Once a person is dominated, the range is unlimited for control. Use this to create "catspaws" to turn the tide at critical junctures. Do not try this on high level opponents, simply having a sergeant or two that can give "wrong orders" in the midst of a pitched battle will do wonders!

Obviously, the enemy will expect this type of combat, and thus choose to use adventurer types to attempt to resolve obstacles from their armies path.

Since the village (farm, etc.) has a minimal force investiture, losses there will be light if they are chosen to be used in this manner.

If they choose to use adventurer types against the stronghold, an RDF of high level will be kept on alert for this eventuality. The object will be to allow entry of the adventurers, then cutoff retreat, envelop and overcome. Care must be taken to insure being able to cutoff retreat by teleport, etherial and astral travel, etc. Planar allies can be gathered to watch, report incursions, and then cut of escapes. Strategic areas in the stronghold should be warded to provide silent alarms to incursions (things like gatehouses, storerooms, etc.)

A force of you own high level "adventurers" should be created to strike at the enemy. However, do not strike at their high level opposition, concentrate your overwhelming force upon their rank and file troops. A contingent of 12th to 16th level fiends can teleport in, decimate 100 troops and quickly leave with impunity, do so. If met with able resistance, do not fight, leave! This will again force the enemy to react by either expending magic to protect forces thus removing it from offensive operations, or by attempting to keep it's own high level operatives to defend their troops thus removing them from offensive operations against the keep.

Overall, I would suggest an offensive strategy instead of a defensive one. Your forces will want to be proactive rather than reactive, after all, you're the one sitting in a stronghold waiting for the army to march up to the gate. The stronghold cannot move and that is it's biggest weakness. Do not give the enemy the chance to concentrate on this weakness by providing him with more worries than he can address.

More later if I think of anything!
 
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Hand of Evil

Hero
Epic
Bonedagger said:


Your right. It's not the same. It's worse. It actually damage the object more in real life.

They would probably move out of the way but that's not the problem here. Neither is breaking the rod as per D&D definition (27 DC). The Rod will be struck by flying bulders battering it useless. Don't know about catapults but a Hillgiant does 2d6+7 dmg per hit with a bulder. Kind of bad when the rod only has 10 hardness and 10 hp (DMG. p. 195).

(And 8000 pounds ~ 3,6 tons)


Have somebody throw up a wall of force instead.
Yes that would be easier.

Got to love those METIC tons. US 2000 pounds = 1 ton :)
 

alsih2o

First Post
well, first off would be to infiltrate the weaker members of the opposing army with vampires using their "dominate geek" ability to set them about destroying supplies and setting fires..after that, things should get a might easier :)
 

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