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How Would You Defend A Mountain Fortress?
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<blockquote data-quote="Zenon" data-source="post: 266676" data-attributes="member: 352"><p>Hi SHARK!</p><p></p><p>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.</p><p></p><p>This would be my large scale plan(I'll leave the details up to you!):</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>From the SRD:</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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!</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>More later if I think of anything!</p></blockquote><p></p>
[QUOTE="Zenon, post: 266676, member: 352"] 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: 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! [/QUOTE]
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