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How Would You Defend A Mountain Fortress?

SHARK

First Post
Greetings!

Carl, Azurakin rocks my friend! That's quite a piece of work there. Very good indeed! I think it would also be reasonable to assume that the various forces that the character has acquired could easily have come from the two large cities nearby, so there are additional forces that could concievable have all manner of skills and backgrounds. There are some pretty respectable levels there, too!:)

CRG: Some excellent ideas, too, sir. I think that is an element that could be certainly exploited. Dire Tigers or Dire Bears can make quite an impact on that scouting cavalry patrol, or a small foraging party, not to mention a infantry unit on the march. One or two such animals may not seem like much, but imagine an ambush where you have two dozen Dire Tigers and two dozen Dire Bears, supported by archers that have been hiding previously in a line of fortified, camoflauged Portable Holes, that all rise up and smash into the marching line of legionnaires, attacking with great ferocity and determination, and fighting to the death! With a spell or item of Nondetection, the archers and the Dire Tigers and Dire Bears, will avoid any kind of evil or undead detection spells that the Valloreans are sure to saturate the area in front of them as they march, searching for ambushes. With this kind of ambush, it remains practically undetectable, and invisible--until it's too late.:)

Mmadsen: Indeed my friend! Wang-Liang are quite potent! I think if someone equips them well, they can be used as special assault groups that have very powerful effects. Eventually, they might all die, but they can be sure to make the Valloreans bleed for quite some time. And, who knows? They may be able to evade capture and keep their casualties to a minimum, if they have items of regeneration, some healing, and can avoid being trapped and overwhelmed. I like 'em!:)

I should also note a few other things to consider.

(1) Though the Legion Standard can also cast spells as per the Planetar, the "Planetar" cannot, of itself, move. It must be moved by a creature. Obviously, as I can't quite recall all of the spell abilities of a Planetar, their spells and such must be adjuducated creatively according to the imposition of being bonded into a physical item.:)

(2) In the campaign, there is no resurrection or raise dead spells. Once someone is dead--they are dead. There are however, "Fate Points" and there is the Philosopher's Egg, and a few other substances, magical places, and so on, that can restore life to a dead creature, but they are usually very isolated and rare.:)

(3) While the Valloreans have superior numbers, and an overall superior level of mass firepower, the terrain itself, even when not animated against the invader, imposes significant challenges and difficulties. Climb, Swim, and magic communication are all great, but in order for the battalion to get up this 360-foot high wall of the gorge, it has to begin climbing. In the rain. In 85-100 degree humid, hot weather. And more rain. And more rain. And maybe a good deal of mud, too.

All along, those who are already at the top of the cliff are being ambushed by a horde of Dire Tigers, archers, werewolves, and invisible sorcerers!

I can assure you, at that point in time, the Vallorean Commander isn't going to feel they have many great advantages. They are going to feel like they have entered a sweltering, wet, blood-sucking forest of hell real fast, as good men, known to be valiant and strong, are found ripped to pieces, or crucified to a tree, every step of the way that they proceed into the dark forest!

Yes, the Valloreans will clench their jaws in grim, fanatical determination, and they will not quit, nor will they falter, nor will they turn back. They will march on, for the pride, the glory, the very security and safety of their empire is at stake, and perhaps most importantly, though, if perversely,--every beloved friend that is eaten by the tigers, or made into a vampire, or crucified to a tree, will burn the Valloreans with an unyielding resolve to fight on, for they love and cherish their friends deeply-- so they will not give up-- but they will be in pain and misery every step of the way!

As an added thought, how do two Druids resolve Control Weather spells? One wants it dark, cloudy, and rainy, but still hot and humid; while the other one wants it to be bright, sunny, clear, but cool. It's been awhile since I read that section of rules!:)

In all such cases where any of you make up characters for the defense, don't use the weak NPC table in the DMG. Use the standard Player Character wealth Table by level, there, and in the Epic book, as appropriate.

I personally don't believe there is anything particularly inferior about a 20th LVL Fighter, who happens to be an NPC. If the Player Character 20th LVL Fighter can have 760,000 GP in gear and magic items, then I think that the NPC's should too.:)

After all, when player characters die, their dead. If they avoid death directly, it still costs them a Fate Point, which is like a "life"--in that it is very precious, and not easily acquired, but all too easily lost! If the character is captured, they get screwed hard. They can expect to lose many or all of their magic items and goodies if the enemy gets their hands on 'em. Combat in the campaign is ferocious, bloody, and deadly. Thus, the stakes are high in death or reward, whether you are a player character, or an NPC.

This is some really great stuff!:)

Semper Fidelis,

SHARK
 

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mmadsen

First Post
That's at least 760,000 GP for each Giant. Be creative gang!

How we want to arm our Giants depends, I suppose, on what we expect them to face. Going by previous posts about the Vallorean legions, a typical soldier is 7th level, 54 hp, AC 19, Atk +8, 1d6+2.

With his Huge Greatsword, a typical Fire Giant does 2d8+15, averaging 24 points of damage per hit. If we want to Cleave legionaries, we want to bump that up to 54 points per hit.

A Flaming (+1), Unholy (+2), Human-Bane (+2) sword with the required +1 Enhancement Bonus is +6-equivalent (72,000 gp), and does 2d8+15+1d6+2d6+2d6+1, or 2d8+5d6+16 damage, averaging 45 points per hit. Against AC 19, I guess our Fire Giants can Power Attack aggressively.

If we give the Fire Giants red-hot "cannon" balls to throw (analogous to sling bullets vs. stones), we can enchant 50 of those at a time, making them +1, Unholy, Human-Bane weapons. They already do 2d6 fire damage. That's 50,000 gp for the lot, and 2d6+10+2d6+2d6+2d6 damage, or 8d6+10 damage, averaging 38 points. I envision the Fire Giants carrying chainmail satchels of hot coals and "cannon" balls.

(Wait, should the Human-Bane weapons do an extra 2d6+2? Add that +2 in.)
 

mmadsen

First Post
Although the standard Fire Giant weapon is a Huge Greatsword, I think our Giants would be better off with a Large Greatsword and a shield -- particularly if it's a +1 Shield of Exceptional Arrow Deflection, capable of deflecting any ranged attack (81,000 gp).

They'll need something to bump up their Ref Save though; the shield requires a DC 20 Ref Save to deflect attacks.
 

mmadsen

First Post
Mmadsen: Indeed my friend! Wang-Liang are quite potent! I think if someone equips them well, they can be used as special assault groups that have very powerful effects. Eventually, they might all die, but they can be sure to make the Valloreans bleed for quite some time. And, who knows? They may be able to evade capture and keep their casualties to a minimum, if they have items of regeneration, some healing, and can avoid being trapped and overwhelmed. I like 'em!:)
SHARK, the Wang-Liang already regenerate; they only take normal damage from fire and acid. That's why our Wang-Liang -- who can Alter Self -- will appear as Ogres or Fire Giants when they attack.
 

Leopold

NKL4LYFE
what about the hobgoblins? we could equip them similar to the way that the legionaires are done? SHARK's hobby's are the same as 1st edtion, a qusi oriental goblin LE. They would fight as the main force of organized troops with the rest as rabble.

what about kobolds, orcs, goblins? Anyone feel like dropping cauldons of Black pudding and Grey ooze on the soliders? Imagine the face when the soliders see the liquid rise up and start attacking....oh the possiblities....
 

mmadsen

First Post
Mighty Composite Longbows (STR+4)
(1) +2
(2) Unholy
(3) Bane: Humans
(4) Speed
Quiver:
(50) Arrows
(1) +5
(2) Flaming
(3) Fiery Burst
You can do some impressive things with fairly cheap (by SHARK standards) weapons. Try a +1 Distant Shot Mighty Composite Longbow (+4 Str bonus) -- just under 100,000 gp -- with 50 +1 Unholy arrows -- another 18,000 gp. It can shoot any target within line of sight at no penalty, doing an extra 2d6 damage to Good targets. That's 1d8+2d6+6 damage, averaging 17 points -- but from miles away. Get some elite mounted archers on something that can fly, and take Parthian tactics to an epic level!
 

mmadsen

First Post
The Legion Standard is a mighty artifact of unimaginable power.
Understatement. Reading that list of powers was like reading a sanity-blasting tome of Things Man Was Not Meant To Know.

I was thinking the standards might provide a Magic Circle against Evil, some kind of Aura of Courage, etc. You know, subtle, little morale-boosting powers.
The eagle is finely detailed, and has the ability to bite.
Cute.
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.
Also cute.
The Legion Standards are made so that there is only one per Legion.
Good thing we only have to fact 35 legions then... :rolleyes:
The Legion Standards envelop the standard bearer with a fine mist of blood when the horns of war are sounded.
OK, the biting thing was cute. That's just gross. ;)
 

Numion

First Post
Re: Re: How Would You Defend A Mountain Fortress?

Crowe9107 said:


AC: 60 (+4 Size, +1 Dex, +5 Natural Armor, +8 Bracers of Armor, +42 Insight)

Shouldn't that be AC 70 instead of 60? It seems you forgot the 10 base...

:)
 

mmadsen

First Post
Each Legion is composed of three Regiments, totaling 10,000 men...Each Regiment is composed of three Battalions, totaling 2,622 men...

In addition to the standard Legion formations, there are the following units that are part of a Legion, totaling 2,126 men.
So the heavy infantry comprises 3 x 2,622 men, or 7866 men. Then the auxiliaries comprise another 2,126 men. That's 9,992 men. I won't look too hard for the other eight...

So, like the Persian Immortals, all these legions are always at 10,000 men, even long after the initial recruitment? And none of them are young tyros, fresh from training?
1 Special Operations Battalion: These forces are various levels of different characters and specialists, who have a range of tactical deployments.
Does that mean PCs? Pretty vague.
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.
OK.
1 Air Assault Company: Various levels of Sorcerers and Wizards, mounted on enchanted Griffons.
We'll want to take those guys out in a hurry.
1 Elite Ranger Platoon: Various levels of Rangers.
Let's guess their favorite enemies...
1 Elite Knight-Templar Platoon: Various levels of Paladins, Witch Hunters, Inquisitors, and Clerics.
OK, these are the guys we need to hit with our toughest non-Vampires -- our Giants and Wang-Liang probably, with as many Neutral animal allies as possible. If we can wipe them out, our Vampires might get to do their thing.
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.
And a Shadow-Raven is...? (Certainly sounds cool. A unit of Batman clones?)
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
Ready the Giant Bane and Giant Dread arrows!
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.
It might be important to wipe these guys out early. Otherwise we'll keep facing their best and brightest, always teleporting in to kick our behinds for us.
 
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mmadsen

First Post
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.
Wait, the average Vallorean Squad of 13 soldiers only has six "typical" humans, one young human "tyro", and a mixed bunch of angelic specialists? A Fighter, a Fighter/Wizard, a Cleric, a Rogue, an Urrgan Ranger, and an Ogre Fighter? (I keep forgetting what Urrgan are.)
 
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