D&D 5E Anti Frost Giant defences?

FreeTheSlaves

Adventurer
Thanks all. Plenty of ideas and leads here. All things earth work (tunnels, ditches, moat and pits) and water obstacles are goers. Gold spent on extra workers (2sp each per day) from a nearby town seems efficient use.

Oh, first time the Frost Giants attacked (scouts-in-force during summer, briefly had Control of Weather, apparently one use power), they made use of Fog Cloud. So Frost Giant shamans...

The motte and Bailey stronghold is really just a fort made from earthwork and palisades, no stone work, it's the 15,000 gp basic stronghold erected during downtime. Local alliance with druids forbid upgrade to stone, but that's another story.

Crossbows, as simple proficiency weapons, are easier to train than longbows, so that's probably the doable option.

The party includes a 10th level cleric, who routinely prepares Commune, Divination, Sending and Augury. He could use the former two spells carefully to guesstimate where and when, and together with the mountain ranger scouting (conjure giant eagle), they're likely to early detect attackers.

There is a decently powerful NPC transmuter, but he's committed to crafting magic weapons for the party. They wouldn't want to disturb that, it's already generous and wasn't easy to set up.
 

log in or register to remove this ad

Eltab

Lord of the Hidden Layer
For RP value, some higher-ranking noble or a mercenary leader or other person with experience in the field of "sieges and fortifications" could show up and set off an argument about strategy.
The newcomer might think that a single-person challenge can settle the issue; that (like Aragorn at Hems Deep) letting the enemy get up to the walls is better than defense in depth; that stockpiling supplies and hiding underground is enough; or that 'my unit charging in to the rescue' is the proper way to frame the battle plan.
 

FreeTheSlaves

Adventurer
That's a good idea - there is such a noble! The fort guards the west approach to his lands, so his family has interest.

Thing is, he's image bound, and would avoid flying his banner under a losing cause. On the other hand, taking credit for victory over a giant attack would enhance his court prestige.
 




FreeTheSlaves

Adventurer
Okay, we're getting a few jokes here now. ;-)

But seriously, earthern work (death) star fortress with siege weapons sound good. The bailey will have to be a trapped funnel but otherwise abandoned. The siege weapons need to out-DPR the Frost Giants, or out AC/hp/number. Or simply wear them down enough.
- ideas above to make rough terrain for huge creatures can keep the giants out of effective close range for extended time.
- I guess a star fort takes as much work as the earth moved, so I need to figure out how much earth can be moved by a worker per day. The bigger the star, the more the points, and more higher tiers.
- Cost of siege weapons + spare weapons, self explanatory.
- Training enough siege weapon teams (+ replacement teams). Proper teams require skilled pay rates, cost might force having veteran and green teams.
 

Eltab

Lord of the Hidden Layer
Watch Kevin Branaugh's movie version of Henry V, especially the Dauphaun (Crown Prince) of France. This guy is fully aware of his own importance but doesn't know good tactics or diplomacy. Here is how your existing lord can play the situation:
He cannot just stay home and watch; the fort surrendering will embarrass him as the overlord sworn to protect it.
But when he and his personal guard arrive (armored cavalry assumed here), they position themselves between the giants and his home base, not protecting the fort. As the fight begins, he hangs back, out of range and off to the flank. Eventually he gets it in gear and sweeps in behind the giants. By coincidence he attacks the giants' main spellcaster and keeps him (plus bodyguard) busy. Eventually the lord gets his trophy - the giant's head - and surveys the scene.
If he can find the giant king mostly alone he will challenge that individual and any bodyguards (of course his own bodyguard unit comes along regardless). If it looks like the fort was destroyed, he heads back to protect his castle and boasts of his exploit. If the fort is still fighting he sweeps up straggling or wounded or separated giants. If the fort won the fight, he shows up, displays his trophy, and says "I took out this tough guy myself; you couldn't have faced them without me!" Under no circumstances will he get inside the fort to be fixed in place for the fight, nor will he attack an organized fighting unit of giants.
 


FreeTheSlaves

Adventurer
Archers are specialists, i.e. 2gp each per day. A full mercenary company of 100 would cost 6000gp per month (1 month is minimum). All winter would be a whopping 18k, but maybe the Cleric 10 can divine the month.

A full mercenary company for 1 month could be gold well spent, but I suspect because of cost those veteran artillery teams would have to drawn from the 100 too.

A steady pike group of 20+ might be a necessity as well. If palisades defences are well constructed they could benefit from 75% cover (+5 AC) - until the giant decides to break the timbers. This could be like the contact team and have a series of prepared palisade/spiked ditch positions to fall back to, with narrow connecting trenches.
 

Remove ads

Top