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How Would You Defend A Mountain Fortress?
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<blockquote data-quote="Lord Ben" data-source="post: 267012" data-attributes="member: 1396"><p>At some point there will be a huge battle involving lots of epic spells, etc. Most of the action will be spent leading up to this epic battle. Where is the enemies wizards o' death and where are mine, etc. I think softening up the enemy with small assults over a long period of time will be pretty useful.</p><p></p><p>Well, each Vampire can call forth 3d6 (call it 10) Wolves 1/day. If there are 600 vampires you can realistically summon 6,000 wolves every day to attack and invade the enemy. Different times from different directions, but still lots of harrasement every day. The Werewolves would make great wolf captains with their empathy. Anyhow, a suicide force of 6000 wolves every day can wear down the rank and file - heck it can wear down anyone. Granted, they'll make short work of them but it's still precious arrows, spells, and occasionally men that are wasted. Even if they can fight Vampires I'm going to assume that their coffins are well protected, so that's even more forces that don't need to be as careful.</p><p></p><p>Lets say a group of 10th level wizards have secreted themselves in a hidden part of the fortress that's well guarded. It's reasonable to assume they have some powerful ritual that they all need to concentrate to maintain. None of them can memorize any spells for the day, but they all concentrate on maintaining the one spell. They could affect weather over the whole of the nation, blizzards, massive fog clouds, rain, etc. This should slow down enemy movement, and make it harder to communicate. Even if they have communication equipment, if you only see 20 guys next to you because of heavy fog hearing a thousand wolves in the woods will be MUCH scarier. A higher level group could use similiar spells to make the whole woods under the effect of an entangle spell, which would similiarly slow down the campaign. </p><p></p><p>How high is your technology level? Landmine type objects or spells might be nice. Explosive runes triggered to go off when people pass or disturb and object (like a stone in the road) are nice. </p><p></p><p>A repeating Symbol (the spell) of various effects on paths leading to town are nice. </p><p></p><p>Personally I like massive spells that affect the whole region, it's my cup o' tea and it exists in my campaign. Ritualistic magic is nice. If it doesn't exist in your world then figureing out why it's happening (once you determine it's more then a control weather spell) and stopping it can become the focus of lots of nice campaign hooks.</p><p></p><p>Heavy use of illusions are good, sure the captains might have true seeing and be yelling orders, but the common soldier still sees an army of giants coming after him along with wolves and might break. </p><p></p><p>If they have "unlimited" reinforements ruining the morale of the enemy might be your best bet. </p><p></p><p>As far as defending the town, you said they're situated behind your citadel right? Are they loyal to you? You could always use the higher level monsters and humans to defend the Citadel with magic, etc. Hide an elite group of your humans in the towns, if the enemies try to take the town then wait until they're in town and pull a Stalingrad on them and never let them out. If the town is well defended use Hobgoblins in town to be the anvil, and a large portion of humans to sweep down from the moutain as the hammer. They should be decimated. </p><p></p><p>If you could do up a quick MS Paint map it would be helpful...</p></blockquote><p></p>
[QUOTE="Lord Ben, post: 267012, member: 1396"] At some point there will be a huge battle involving lots of epic spells, etc. Most of the action will be spent leading up to this epic battle. Where is the enemies wizards o' death and where are mine, etc. I think softening up the enemy with small assults over a long period of time will be pretty useful. Well, each Vampire can call forth 3d6 (call it 10) Wolves 1/day. If there are 600 vampires you can realistically summon 6,000 wolves every day to attack and invade the enemy. Different times from different directions, but still lots of harrasement every day. The Werewolves would make great wolf captains with their empathy. Anyhow, a suicide force of 6000 wolves every day can wear down the rank and file - heck it can wear down anyone. Granted, they'll make short work of them but it's still precious arrows, spells, and occasionally men that are wasted. Even if they can fight Vampires I'm going to assume that their coffins are well protected, so that's even more forces that don't need to be as careful. Lets say a group of 10th level wizards have secreted themselves in a hidden part of the fortress that's well guarded. It's reasonable to assume they have some powerful ritual that they all need to concentrate to maintain. None of them can memorize any spells for the day, but they all concentrate on maintaining the one spell. They could affect weather over the whole of the nation, blizzards, massive fog clouds, rain, etc. This should slow down enemy movement, and make it harder to communicate. Even if they have communication equipment, if you only see 20 guys next to you because of heavy fog hearing a thousand wolves in the woods will be MUCH scarier. A higher level group could use similiar spells to make the whole woods under the effect of an entangle spell, which would similiarly slow down the campaign. How high is your technology level? Landmine type objects or spells might be nice. Explosive runes triggered to go off when people pass or disturb and object (like a stone in the road) are nice. A repeating Symbol (the spell) of various effects on paths leading to town are nice. Personally I like massive spells that affect the whole region, it's my cup o' tea and it exists in my campaign. Ritualistic magic is nice. If it doesn't exist in your world then figureing out why it's happening (once you determine it's more then a control weather spell) and stopping it can become the focus of lots of nice campaign hooks. Heavy use of illusions are good, sure the captains might have true seeing and be yelling orders, but the common soldier still sees an army of giants coming after him along with wolves and might break. If they have "unlimited" reinforements ruining the morale of the enemy might be your best bet. As far as defending the town, you said they're situated behind your citadel right? Are they loyal to you? You could always use the higher level monsters and humans to defend the Citadel with magic, etc. Hide an elite group of your humans in the towns, if the enemies try to take the town then wait until they're in town and pull a Stalingrad on them and never let them out. If the town is well defended use Hobgoblins in town to be the anvil, and a large portion of humans to sweep down from the moutain as the hammer. They should be decimated. If you could do up a quick MS Paint map it would be helpful... [/QUOTE]
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