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How Would You Defend A Mountain Fortress?

mmadsen

First Post
3:1 odds is about the minimum feasible force required for an assault. Their experience level as I understand it [Average Vallorean Legionaire is 5th Level, our Galleran Grunts about 2nd level], is a tremendous force mulitplier though, and we will be hard pressed to go toe-to-toe with Vallorean units on a conventional battlefield.
This is D&D, so 5th-level troops are worth far, far more than 2nd-level troops. The "force multiplier" there is huge.
Also, the Valloreans appear fairly integrated, while we have a mix of LE and CE forces, which reallistically would not work well together.
They're everything the Roman legions could've been with magic.
Our primary mission is to DELAY the Vallorean Forces and deny them the opportunity to link up and reinforce the Vallorean Main Body.
Exactly. Delay the Valloreans -- and give their Champions a challenging adventure. ;)
 

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mmadsen

First Post
Holing up in Fortress Indestructible will probably not accomplish this, the Valloreans will simply manuever around us, capture our 2 supporting cities, and mop us up later when they have the time and resources to dig us out. While our presence would threaten them, their occupying forces could meet us from defensive positions, and WE would be the ones needing 3:1 odds, probably even higher numbers than that given the Valloreans experience.
I think we need to think of our Mountain Citadel as a safe locale from which to sortie (via teleportation, etc.). It's fairly secure against the legions, at least until they get their magical siege engines up into the mountains and in place, and we can magically ward off most commando raids, I hope.

That still leaves us trying to protect two whole cities against commando raids (and the legions that'll roll in once our cities are softened up).
I think at the very least, the Vallorean Army will split,and strike both cities simultaneously, with possibly a third blocking force to meet any sally or counterattack from the Fortress. This, is how I would play it if I was the Valloreans.
Really? I see them taking each city, one at a time. Perhaps their Champions will flit about, striking our elite units out of nowhere, but I'd expect their army to concentrate its forces.
I think, the Valloreans expect us to cower in front of their might and hide behind our walls. I think they are supremely confident of their abilities and the righteousness of their cause. If these things are correct, a well played ambush/trap not on their timetable in an unexpected location, could seriously disrupt their plans.
So what's a good ambush/trap for an army with magically-enhanced scouts?
 

CRG

First Post
Anitmagic zones populated with creatures / beings who have only extraordinary powers and abilities (that are therefore not impacted by the antimagic zone).

So, things like Rage, Sneak attack, feats and skills are not impacted. Constrict, Frightful Presence, Improved Grab, Multi-attack, dexterity, etc., Poison, Swallow Whole, Trample, Blind Sight, Fast Healing, Regeneration, Resistance to Energy, Scent, Turn Resistance are all extraordinary powers.

Hmm...

If only we could get troll-ish, undead elephants who could use improved grab to either swallow you whole or get a free attack with their poisonous tusks.

Oh and rage at the same time. Maybe constrict with that trunk.

And, I dare say, the should probably get Frightful Presence, free for nuttin.
 

Leopold

NKL4LYFE
half fiendish vampiric trolls. Immune to fire and lots of stuff..great schock troops.


What about mummies for undead? Ghouls, Ghasts, wights?

can we expect any help from the powers of eternal darkness?
 

SHARK

First Post
Greetings!

Here is some intelligence information regarding the Vallorean forces:):):)he Vallorean War Machine

The Legion Standard is a mighty artifact of unimaginable power. The High Priests of the Vallorean Pantheon have access to ancient Greater Rituals that can make these awesome weapons. The great weapon is crafted to a pike-like weapon that is some 10 feet long. The standard is tipped with a silver eagle, inlaid with onyx. The eagle is finely detailed, and has the ability to bite. From behind the back of the eagle, a forged part of the shaft rises higher, and is formed into a formidable spear-point that extends eighteen inches beyond the top of the eagle head. A crossbeam rests at the feet of the eagle, where two white metallic wolf-heads are carved. The wolf-heads are life-like, with intelligent eyes. The weapon strikes normally as a Halberd, as the wolf-heads bite in combat. From beneath the wolf-heads, there are feet that hold onto the dark blue banner, which is trimmed in black and silver. The banner is embroidered with runes inscribed in Ancient Vallorean. The Legion Standards are made so that there is only one per Legion. Some of the Legion Standards were created over two thousand years ago, by the valiant priests of the Valloreans who beseeched the Vallorean gods for aid in their struggle against the forces of Darkness. The Vallorean gods heard the cry of their people, and the Vallorean gods sent divine servants into the midst of the Vallorean people, so as to help them in the design and forging of such awesome weapons. The Divine Servants mixed into the creation process elements of the gods’ blood, which had all been mixed together from each of the deities. The Legion Standards blazed with runes of gleaming fire, like that of a star. The runes are inscribed in the language of Ancient Vallorean, and the standards themselves are sentient, animated, and terrible in their wrath. The Legion Standards envelop the standard bearer with a fine mist of blood when the horns of war are sounded.

The standard bearers are specially selected, trained, and anointed for their position. The standard bearer must undergo an ancient ritual where the standard is attuned to them. Such Standard Bearers are specially bonded with the Legion Standard, and undergo extensive training, as well as a series of rituals that make the wielder fit to be in the presence of such a holy artifact. Others may use the standard, but its powers may not all be accessible, as the Legion Standard desires.

The Legion Standards were each blessed by the gods of the Vallorean Pantheon, and are of unimaginable power. Attacking the form of the standard with physical and magical attacks that reduce the Standard’s hit points causes the Standard to fall into inertia and a form of hibernation. As an artifact, such action cannot destroy the item, but reduces it greatly in power. The Standard—each of which has its own name—must be healed, and consecrated again in a special ceremony that “reawakens” the Standard, and heals it to full strength again. The Legion Standard has the following special properties that can be invoked by the Legion Standard itself, should it desire to do so, or upon command by the attuned wielder.

The Legion Standard has all of the physical and magical properties of a Divine Planetar. The divine Planetar has been bound up within the mystical creation of the terrifying Legion Standard.

HD: 66d8+848 hit points. (1484 hit-points)
AC: 38 (-1 size/+21 Natural/+8 DEX)
Abilities:
STR: 35 (+12)
DEX: 28 (+08)
CON: 28 (+08)
INT: 30 (+10)
WIS: 30 (+10)
CHA: 30 (+10)

The artifact is quite intelligent, and capable of all such forms of communication as speech, and Telepathy. The Legion Standard has access to all such knowledge skills that it has inherently. Additional powers include:

(1) Wielder has free use of Evasion
(2) Wielder has free use of Uncanny Dodge
(3) Wielder has free use of Improved Initiative
(4) Wielder has free use of Blind-Fight
(5) True Seeing at will
(6) Telekinesis; (250-lb. Maximum; 1 minute each use.) 2/day
(7) Globe of Invulnerability 1/day
(8) Sunburst; (Heightened to 9th level; DC 29;) 2/day
(9) Special Purpose: Defend the servants of the Vallorean Pantheon
(10) Special Purpose Power: +4 Luck bonus on all saving throws; +4 Deflection bonus to AC; Provides Spell Resistance 30 to the wielder
The Legion Standard can Read languages, and Read Magic, in addition to Speech and Telepathy.

INT: 30 (+10)
WIS: 30 (+10)
CHA: 30 (+10)
EGO: 110

(1) +10
(2) Holy Power
(3) Lawful Power
(4) Dread: Evil Outsiders
(5) Dread: Undead
(6) Fiery Blast

The item usually fights in the form of a Halberd, but in close combat, as a Free Action, the Legion Standard can change form to that of a Great Axe. The standard can switch forms as desired by the wielder. In Great Axe form, however, the various Army Spells cannot be so invoked, for the standard bearer is not then visible to the rest of his fellow legionnaires.

The Legion Standard provides the following Army Spells, and additional properties to the attuned Standard Bearer, as appropriate.

Sunburst 7/Day
Sunbeam 7/Day
Shield of Law: All allies within range of sight; 7/Day
Righteous Might: All allies within range of sight; 7/Day
Protection from Spells: All allies within range of sight; 7/Day
Protection from Arrows: All allies within range of sight; 7/Day
Mirror Image: 7/Day
Mass Haste: All allies within range of sight; 7/Day
Mass Heal: All allies within range of sight; 7/Day
Magic Circle Against Evil: 7/Day
Invisibility To Undead: 7/Day
Holy Aura: 7/Day
Glyph of Warding: 7/Day
Freedom of Movement: Wielder only; Constant
Forbiddance: 7/Day
Fog Cloud: 1200-Feet Radius; 800 Feet High; At Will
Flame Strike: 7/Day
Fire Storm: 7/Day
Emotion: All creatures within range of sight, as appropriate; 7/Day
Divine Favor: All allies within range of sight; 7/Day
Dispel Evil: 7/Day
Detect Evil: Constant; At Will.
Daylight: 1200-Feet Radius; 7/Day

All such spells are invoked at a minimum of 20th level in ability, as appropriate.
These properties are in addition to those inherent within the Planetar-standard, who can cast inherent spells, as well as all allotted Cleric spells.

The Valloreans have organized their forces in the following forms:

Legion Table of Organization and Equipment (TOE)

Legion: Each Legion is composed of three Regiments, totaling 10,000 men, Commanded by a Legate. Also called a Brigadier General. The Deputy Commander of a Legion is a Lord Tribune.

Each Regiment is composed of three Battalions, totaling 2,622 men, commanded by a Tribune.

Each Battalion is composed of four Companies, totaling 874 men, commanded by a Praefect.

Each Company is composed of four Platoons, totaling 218 men, commanded by a Captain.

Each Platoon is composed of four Squads, totaling 54 men, commanded by a Centurion.

Each Squad is composed of three detachments, totaling 13 men, commanded by a Sergeant.

In addition to the standard Legion formations, there are the following units that are part of a Legion, totaling 2,126 men. They are as follows:

1 Special Operations Battalion: These forces are various levels of different characters and specialists, who have a range of tactical deployments.
1 Headquarters Battalion: Various levels of experienced characters, some serve to assist in the administration of the legion, while others are elite bodyguards and so on.
1 Air Assault Company: Various levels of Sorcerers and Wizards, mounted on enchanted Griffons.
1 Elite Ranger Platoon: Various levels of Rangers.
1 Elite Knight-Templar Platoon: Various levels of Paladins, Witch Hunters, Inquisitors, and Clerics.
1 Elite Shadow-Raven Squad: Composed of 4 Valloreans, Rogue 10/Shadow Raven 10; 4 Valloreans, Rogue 10/Shadow Raven 6; 8 Valloreans, Rogue 10/Shadow Raven 2.
1 Heavy Assault Squad: Composed of the following:
1 20th level Cloud Giant Sorcerer
1 20th level Cloud Giant Cleric
1 20th level Cloud Giant Fighter
1 20th level Cloud Giant Ranger
1 16th level Cloud Giant Sorcerer
1 16th level Cloud Giant Cleric
1 16th level Cloud Giant Fighter
1 16th level Cloud Giant Ranger
2 12th level Cloud Giant Sorcerers
6 12th level Cloud Giant Fighters

1 Arcane Communications Squad: (Composed of 4 20th level Sorcerers; 4 16th level Sorcerers; 8 12th level Sorcerers. These are usually distributed to each Battalion, to maintain overall command coordination.



The Vallorean Rank Structure



Legate/Brigadier General—Legion Commander (40th level and up)
Lord Tribune—Deputy Legion Commander (30th-40th level)
Tribune—Regimental Commander (25th-30th level)
Praefect—Battalion Commander; Praefects are former Centurions. (18th-25th level)
Lord Centurion—There is only one of these per Legion. They report directly to the Legate. Official authority is equal to a Praefect. In practice, everyone except for the Lord Tribune and the Legate answer to the Lord Centurion. (30th-40th level)
High-Centurions—These are the six most experienced Centurions in the Legion. They serve in the elite 1st Battalion. Their authority is equal to that of a Captain. (18-20th level)
Captain—Company Commander (14th-18th level)
Centurion—Platoon Commander (12th-16th level)
Staff Sergeant—Platoon Sergeant. These men assist the Platoon Commanders directly in the operations of a platoon.
Sergeant—Squad Leader. There are usually several Sergeants in a platoon, serving under the Staff Sergeant.
Corporal—Junior Non-Commissioned Officer, who serves the Sergeants in the unit.
Lance Corporal—Higher ranking Legionnaire who has shown leadership skills and a greater degree of skill in general. They often lead small detachments of soldiers on various operations or details.
Legionnaire—Common soldier of the Legion.

The average Vallorean Squad is composed of a Vallorean/Half-Celestial, 16th level Fighter; Aasimar Fighter 4/Wizard 12; Aasimar Cleric 12; Aasimar Rogue 12; Urrgan Ranger 12; Ogre Fighter 12; (6) Vallorean Humans, Fighter 8; (1) Vallorean Human Fighter 4.

The Vallorean Legions also deploy enchanted war-engines and siege machines, ranging from Scorpions that fire huge barrages of enchanted, fiery arrows, to great catapults that can throw Meteor Swarms. There are animated siege-rams, animated Siege Towers, that protect against spells, and also hold groups of assault troops ready to Dimension Door to the assault. There are War-Golems, that can attack with devastating storms of fire, as well as barrages of fiery darts, and tentacles of ferocious blades. The Valloreans also have special catapults that fire air-burst clouds of Holy Water, and release clouds that are deadly to all forms of Undead.

Semper Fidelis,

SHARK
 


SHARK

First Post
Greetings!

LOL! I just did a force-ratio analysis of the Vallorean forces. They are as follows:

15% are 16th level
25% are 12th level
50% are 8th level
10% are 4th level

However, though the individuals have access to appropriate level-related magic equipment, most of such equipment is defensive/informational/utilitarian in nature, as opposed to raw fire-power.

From several other related threads, the Vallorean Legions have communication helmets, waterskins, and MRE packs that make things easier for supply and logistics. They also have items that enhance skills like Hide, Search, Spot, Listen, Swimming and Climbing. That kind of thing. For example, most of the legionnaires that are 12th level and lower have either Master Work weapons and equipment, or magical weaponry of no greater value than +2. The individuals who are 16th level and higher, have greater magical firepower, of course.:)

Also, there are magical banners that assist each individual unit, but there is only one Legion Standard, per Legion, and it has a limited range of effect.:)

Semper Fidelis,

SHARK
 


Volaran

First Post
SHARK said:

The Legion Standard is a mighty artifact of unimaginable power

SHARK

Followed immediately by its exact definition ^_-

Those Valloreans are damned impressive. Perhaps some suggestion for the classes and capabilities of the defenders might be in order.
 

CRG

First Post
Jeebus XMas.

Wow. Am I the only one who thinks we are both out-numbered AND out-classed?

Ok well we need a boost. We need anti-magic to take care of the paladin/clerics of the Valloreans. The only decent boost we can easily give our troops is to inflict them with either vampirism or lycanthropy.

Since they are a goody-goody crew and are used to fighting undead, I think the logical choice is lycanthropy. Are these werewolves "natural" or "afflicted"?

Then I think we need to consider boosting some of the hobgoblins, humans and ogres into some more elite units.

Delaying tactics for the first "large" battle should be set so that it occurs during the full moon or some such. Fighting goes as normal, several legions against several (organizations) of our normal troops. We delay and delay until the time is right, maneuver and then let loose the were-dogs of war!!!!!

Just a thought. More to come.
 

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