Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Help me defend (or attack) this kingdom (long)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KrazyHades" data-source="post: 3660785" data-attributes="member: 48492"><p>--<strong>Castle Design</strong>--</p><p></p><p>A great deal depends on how well-constructed the smaller forts and the large keep are. For example, attached is a very well-constructed castle's defenses. Note that there are ways to heal soldiers (clerics), inspire soldiers (bards), and deal with masses of troops (wizards, large crossbowman volleys, catapults, and ballistae. There are many layers of defense, many towers that can only be reached by descending to the ground from the nearby walls and then entering, etc...</p><p></p><p>The walls of a castle like this would be magically reinforced, the towers would be the centers of permanent Consecrate spells, the whole area would be under a permanent forbidden spell, and other things to deal with magical problems. The areas where important officers (like generals) would be protected from magical spying (both audio and visual). Along all the walls would be pots of boiling pitch and ignited naphtha. High crenelations would protect the crossbowmen from ranged assault. People on the lowest floors of the castle would listen for diggers undermining a section of the walls, and deal with them, perhaps with summoned earth elementals.</p><p></p><p>With a main castle like this, Pike would be able to hold off a huge army without a problem, for a great deal of time. Perhaps there are even enough clerics to feed part of the army, allowing it to hold out even longer under siege.</p><p></p><p></p><p>--<strong>Unconventional Defensive Strategies</strong>--</p><p></p><p>WEREBEAR DEFENSE</p><p>I have used this in previous campaigns, and it's always fun. Have soldiers of Pike voluntarily contract lycanthropy from werebears (which are always LG) that are enlisted in the army, and subsequently trained by the original ones how to control it (giving them a +2 circumstance bonus on shapechange checks). Imagine the shock an invading force could feel upon pouncing on a fort that looks like an easy conquest only to be faced with a brigade of Werebears!!</p><p></p><p>HIT AND RUN (with a twist!)</p><p>Outnumbered and outgunned armies can still manage to slaughter their enemies. The typical version of this would be to have archers mounted on light horses to pick off stragglers, always pulling back with their superior speed if a serious force comes to face them, only to hit at the point said force abandoned. To make things exciting, you could have more interesting creatures doing the raiding. Perhaps a small circle of druids trains cheetahs, velociraptors, packs of wolves, or some such, and gets them to run out, kill stragglers, and retreat. To make it even more interesting, perhaps these particular animals actually have the ability to rage 1/day, turning their fur blood-red.</p><p></p><p>MORE CLEVER USE OF DRUIDS!</p><p>A major tactic for a defending battalion accompanied by a druid (which, due to the presence of a large elven population in Pike, there are probably many) would be to lead enemy solders on a chase into some woods/forest/jungle and then have animated plants kill them (or restrain them until they can be killed).</p><p></p><p>WELL-PLANNED AMBUSHES</p><p>Perhaps Pike generals are partial to leading enemy forces through gullies and then dropping boulders on them from a above. Opposing general too smart for that trick? Perhaps it's really just a setup so that when the Evil Empire officer sends his troop along the lip of the canyon (rather than through it), they get attacked by a set of ballistae hidden behind a rough wall of horizontal logs. Just because an enemy sees through the FIRST trick doesn't mean there isn't another.</p><p></p><p>PSYCHOLOGICAL WARFARE</p><p>Rather than allowing it's own citizens and soldiers to succumb to a mind-numbing fear of the Evil Empire invaders, Pike should turn the tables. Assaults out of nowhere at random times during the day, illusion spells that create fake dragons and angels that seem to destroy other (illusionary) Evil Empire soldiers, trained engineers that can set up a quick simple catapult or ballista in an hour, to allow for even scarier ambushes. Loud ghost sound or occasional sound bursts to prevent enemy soldiers from sleeping. Maybe a ghost of an old general wants to do his share, and starts haunting Evil Empire camps. Spies or small groups of stealthy characters that destroy food and supplies, both in camps and in caravans on the way there could also help spread chaos and fear. Arrows painted black and fletched with red feathers (just for the scare value) and that are shot with the True Strike spell at Evil Empire officers or giants or other important things (perhaps the bowmen are the hippogriff-mounted elves you mentioned).</p></blockquote><p></p>
[QUOTE="KrazyHades, post: 3660785, member: 48492"] --[B]Castle Design[/B]-- A great deal depends on how well-constructed the smaller forts and the large keep are. For example, attached is a very well-constructed castle's defenses. Note that there are ways to heal soldiers (clerics), inspire soldiers (bards), and deal with masses of troops (wizards, large crossbowman volleys, catapults, and ballistae. There are many layers of defense, many towers that can only be reached by descending to the ground from the nearby walls and then entering, etc... The walls of a castle like this would be magically reinforced, the towers would be the centers of permanent Consecrate spells, the whole area would be under a permanent forbidden spell, and other things to deal with magical problems. The areas where important officers (like generals) would be protected from magical spying (both audio and visual). Along all the walls would be pots of boiling pitch and ignited naphtha. High crenelations would protect the crossbowmen from ranged assault. People on the lowest floors of the castle would listen for diggers undermining a section of the walls, and deal with them, perhaps with summoned earth elementals. With a main castle like this, Pike would be able to hold off a huge army without a problem, for a great deal of time. Perhaps there are even enough clerics to feed part of the army, allowing it to hold out even longer under siege. --[B]Unconventional Defensive Strategies[/B]-- WEREBEAR DEFENSE I have used this in previous campaigns, and it's always fun. Have soldiers of Pike voluntarily contract lycanthropy from werebears (which are always LG) that are enlisted in the army, and subsequently trained by the original ones how to control it (giving them a +2 circumstance bonus on shapechange checks). Imagine the shock an invading force could feel upon pouncing on a fort that looks like an easy conquest only to be faced with a brigade of Werebears!! HIT AND RUN (with a twist!) Outnumbered and outgunned armies can still manage to slaughter their enemies. The typical version of this would be to have archers mounted on light horses to pick off stragglers, always pulling back with their superior speed if a serious force comes to face them, only to hit at the point said force abandoned. To make things exciting, you could have more interesting creatures doing the raiding. Perhaps a small circle of druids trains cheetahs, velociraptors, packs of wolves, or some such, and gets them to run out, kill stragglers, and retreat. To make it even more interesting, perhaps these particular animals actually have the ability to rage 1/day, turning their fur blood-red. MORE CLEVER USE OF DRUIDS! A major tactic for a defending battalion accompanied by a druid (which, due to the presence of a large elven population in Pike, there are probably many) would be to lead enemy solders on a chase into some woods/forest/jungle and then have animated plants kill them (or restrain them until they can be killed). WELL-PLANNED AMBUSHES Perhaps Pike generals are partial to leading enemy forces through gullies and then dropping boulders on them from a above. Opposing general too smart for that trick? Perhaps it's really just a setup so that when the Evil Empire officer sends his troop along the lip of the canyon (rather than through it), they get attacked by a set of ballistae hidden behind a rough wall of horizontal logs. Just because an enemy sees through the FIRST trick doesn't mean there isn't another. PSYCHOLOGICAL WARFARE Rather than allowing it's own citizens and soldiers to succumb to a mind-numbing fear of the Evil Empire invaders, Pike should turn the tables. Assaults out of nowhere at random times during the day, illusion spells that create fake dragons and angels that seem to destroy other (illusionary) Evil Empire soldiers, trained engineers that can set up a quick simple catapult or ballista in an hour, to allow for even scarier ambushes. Loud ghost sound or occasional sound bursts to prevent enemy soldiers from sleeping. Maybe a ghost of an old general wants to do his share, and starts haunting Evil Empire camps. Spies or small groups of stealthy characters that destroy food and supplies, both in camps and in caravans on the way there could also help spread chaos and fear. Arrows painted black and fletched with red feathers (just for the scare value) and that are shot with the True Strike spell at Evil Empire officers or giants or other important things (perhaps the bowmen are the hippogriff-mounted elves you mentioned). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Help me defend (or attack) this kingdom (long)
Top