Bob Aberton
First Post
Ok, here's the story:
The party has made allies of a clan of the dwarves, the Swifthammers, who are at war with another clan, the Longbeards.
The party is venturing behind enemy lines (behind Longbeard lines) to investigate rumors of a dragon who made his lair in a Dwarven mine called Belarn's Deep. They suspect that the dragon is under the influence of a "Binding" spell, and therefore no threat, but they're investigating anyway.
Thing is, they have to fight their way through Belarn's Deep, which was conquered by the Longbeards and fortified. Additionally, the dwarves trapped the area outside the Dragon's lair so that the dragon, should it ever wake from its spell-bound sleep, can't get out of the mine, and no foolish warriors could get into the mine and maybe wake the dragon by accident. The Longbeards took advantage of these existing traps and added some of their own, setting up a permanent garrison there.
So I need some ideas on how it should be fortified.
Here's what I have already:'
All corridors will be in complete darkness (no obstacle to dwarves, but a big one to the all human party of adventurers).
Little cubby holes will be cut into the wall at intervals. Dwarves with crossbows will be positioned behind arrow slits at all times (except at a certain time, when the guard is changed, the arrow silts will be un-manned for a quarter of an hour)
Collapsing tunnels.
Tunnels will be only 5' tall and 5' wide - fine for dwarves, cramped for humans or elves (or dragons
) This is not so much intentional as more dwarven pragmatism - why waste effort digging 10' by 10' tunnels when the tallest dwarf ever to have walked the earth was only 5'1"?
Pockets of poison gas (stale air). No idea what the game mechanics for this should be...could anyone help?
Pockets of water - one wrong step and the mine is flooded.
Formation fighting dwarves in full plate - large shields and axes/picks/hammers in front, longspears behind them, and crossbows with Precise Shot behind them.
More ideas?
The party has made allies of a clan of the dwarves, the Swifthammers, who are at war with another clan, the Longbeards.
The party is venturing behind enemy lines (behind Longbeard lines) to investigate rumors of a dragon who made his lair in a Dwarven mine called Belarn's Deep. They suspect that the dragon is under the influence of a "Binding" spell, and therefore no threat, but they're investigating anyway.
Thing is, they have to fight their way through Belarn's Deep, which was conquered by the Longbeards and fortified. Additionally, the dwarves trapped the area outside the Dragon's lair so that the dragon, should it ever wake from its spell-bound sleep, can't get out of the mine, and no foolish warriors could get into the mine and maybe wake the dragon by accident. The Longbeards took advantage of these existing traps and added some of their own, setting up a permanent garrison there.
So I need some ideas on how it should be fortified.
Here's what I have already:'
All corridors will be in complete darkness (no obstacle to dwarves, but a big one to the all human party of adventurers).
Little cubby holes will be cut into the wall at intervals. Dwarves with crossbows will be positioned behind arrow slits at all times (except at a certain time, when the guard is changed, the arrow silts will be un-manned for a quarter of an hour)
Collapsing tunnels.
Tunnels will be only 5' tall and 5' wide - fine for dwarves, cramped for humans or elves (or dragons

Pockets of poison gas (stale air). No idea what the game mechanics for this should be...could anyone help?
Pockets of water - one wrong step and the mine is flooded.
Formation fighting dwarves in full plate - large shields and axes/picks/hammers in front, longspears behind them, and crossbows with Precise Shot behind them.
More ideas?