How Would You Defend A Mountain Fortress? (Volume II)

Re: Tactical Examples

Attack ethereally.
How is this better than teleporting in?
Depending on how many of the champions we can catch at one time, we either bring a fairly large force (say 50+) or, I would much prefer to take groups of 5 - 10 into attacks on individual champions (who are separated) with a simultaneous strike.
Heck, why not send a large force against an individual champion?
For the rogues, take Shadowdancer to use Hide in Plain Sight ability, enhance this with items (cloak/boots) and spells (wieldskill) to get this bonus ridiculously high (hopefully out of range for all the champions except the rogues).
A level or two of Assassin wouldn't hurt either. I doubt any Champion of Vallorea is going to fail a DC-12 Fort Save against Death Attack though.

(By the way, shouldn't an Assassin's spell list include True Strike? OK, maybe not at 1st-level, but it should be on their list, shouldn't it?)
Rogues should also be prepared to use high-level magic items and spells off scrolls.
Is that the best use of their abilities (and their money)? Or should they be delivering multiple 10d6 Sneak Attacks?
Also use spells and abilities like "brilliant energy" or "touch attacks" against the warriors.
Ideally we'd hit the Fighters with attacks against something other than Hit Points -- Ability Drain, Energy Drain, etc. Against 200 Hit Points, even multiple 10d6 attacks aren't lethal.
Against other rogues, hit 'em hard with no save and/or fort save spells. All it takes are one or two of these to connect and finish the job.
If you ambush their Rogues, they're not necessarily invisible and hidden! A Rogue in the open dies.
Critical to the success of this hit-and-run tactic, are contingency effects that get you THE HELL out of there the second things start to look bad.
Very true. In fact, if surprise gives you one free round per assault, why ever stick around much past that?
 

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Re: Tactical Examples

Muddy valley??? You're thinking too modern day combat.
That was my point. Well, not modern but non-magical. All the things that matter so much in the real world and that would matter against the mundane elements of the Legions wouldn't mean much at all against the magical Champions.
 

New Spell

Here's an example that I sent in to R&R2, but doesn't appear to have been "accepted" according to the spoiler Nightfall posted:

Lomar’s Sanctuary. Divination and magical effects protect an area.
<2>Hallowed Ground, Holy Ground
<n>Divination
Level: Clr 9
Components: V, S, DF
Casting Time: 10 minutes
Range: Personal
Effect: One structure, room, or area with a maximum size no greater than a 10 foot radius/level sphere
Duration: 1 week/level or Discharge
Saving Throw: None
Spell Resistance: No
<3>Allows the caster to keep an area safe through divination and protective spells.
<n>Lomar was a powerful cleric, who stood for noble ideals. He made many enemies throughout his lifetime, including some that fought him from beyond the grave. In order to protect himself, and his followers, Lomar developed this spell. Lomar, the High Justicar of Corean, used this spell to protect his temple, particularly when danger was near. Enemies of Corean fear this spell, and although many have tried, no person has ever beaten this powerful divinatory magic. Lomar took great joy in appearing rapidly from one protected location to another when attempts were made on his life, or his church.
<3>A cleric casting this spell will commune with their deity to ask for help in protecting an area. Upon the spell’s culmination, magical spirits will fly out from the body of the caster in all directions. Each spirit representing a part of the diety’s portfolio of divinity. These spirits will fly around in ever-larger circular patterns, regardless of the barriers. Once they reach the extent of the area to be affected by this spell. The spirits will settle at the relevant entry points, where they will pose as vigilant guardians to the sacred ground, then disappear from sight. Lomar’s sanctuary is undetectable, once cast, except by use of magical means such as detect magic or true sight.
<n>This spell grants the caster complete knowledge about a building, structure, room, or location. The area to be protected, must be able to be fit completely into the area of effect for the spell. In addition, the area protected must have clear separation from the areas that surround it. It should be obvious where one area, building, or room begins, and the next ends. For example, if an open graveyard, located behind a temple were to be protected by Lomar’s sanctuary, it would have to be fenced in, or would have to be marked with clearly visible signs, from all directions, at the point one was entering the graveyard. Once this spell is cast, the caster is granted a spiritual connection with the area protected. Any attempt to enter the protected area by a creature that is evil-aligned, undead, construct, magical beast, dragon, or outsider will alert the caster. No form of protection prevents detection by this spell, including travelling invisibly, ethereally or in gaseous form. The caster will be provided information on the number, type, means, and actions of each creature that attempts to affect the protected area. The caster becomes aware of this information, as simply as if watching it with their own eyes, and can choose to react, even if asleep or on another plane, with full awareness of the creature(s). Lomar’s sanctuary can also be ended prematurely in order to initiate one of three magical effects on the creature(s) that have entered the protected area. These spell effects are greater dispel magic (area, targeted, or counterspell type), word of recall, or holy word. Each of these spells is cast at the present level of the caster. When triggered the greater dispel magic and holy word spells may be targeted anywhere the caster desires, within the area protected, regardless of the caster’s present range from the protected area. The word of recall spell can be triggered to affect the caster (and those around her at the time), to return anywhere within the area of effect of Lomar’s sanctuary. Discharging the spell to obtain one of these three spell effects is a standard action. Lomar’s sanctuary will not be foiled by other abjuration spells such as non-detection, anti-magic shell, prismatic sphere, or globe of invulnerability.
Material Components: A 4,500 gold piece crystal sphere, which must be carried at all times by the caster for this spell to function properly.
 

Why not send 50 against one champion?

I was using the stats you gave to try and divide up our "existing" forces into strike forces that could work together. Basically I figured about 50 of the "high level" guys could be part of the 50 man strike force and that you could siphon off groups of the mid and low level guys into big groups.

You certainly could challenge one champion with 50 high level guys, but my guess is that they woudl figure out that tactic quick, and stop splitting up, and now you're in trouble (with them together). Instead, do a simultaneous strike against 5 different champions at the same time with around 10 high level baddies on each individual champion.

Also, most of those defensive spells won't do much good against a good old'fashioned earthquake/avalanche/rockslide/mudslide. Take them out en masse.
 

Greetings!

I'm up for air now! LOL! Gosh, I'm glad to be back! I've been missing some cool discussion! Ok--what kind of questions are there?

Semper Fidelis,

SHARK
 

Gosh, I'm glad to be back! I've been missing some cool discussion! Ok--what kind of questions are there?
What's the right answer?

OK, OK, more seriously, what ideas here fit your campaign? Do you really want the Dark Lord to wipe out the Legions with a few Rain of Fire spells in a row? Would you allow a Black Rain spell that cuts off the Valloreans from Divine Aid? Do you allow Shadow Dancers? Do you want to see what happens when summoned Shadows wipe out an entire camp (or city) in minutes?
 

Greetings!

Black Rain Spells? Eh...nice thought, but why couldn't they come up with the same thing then? I don't think that the Valloreans are going to be "cut off" from their divine aid any more than the forces of Darkness are!:) I like the thought though!

Rain of Fire? Sure. The Valloreans use them also!:)

As for Shadow Dancers, yeah, I allow them. Vallorean cities are all fortified, and have various arsenals of enchantments. Shadows aren't going to get anywhere near them, sad to say.

As has been mentioned, the Vallorean forces are armed to the teeth against undead and demons. They have been fighting against undead and demons for ten years now, straight, in a vast war. They know what time it is!:) In the early phases of the war, when the forces of Darkness invaded Vallorea, their undead forces were terribly successful. Hundreds of thousands of people were slaughtered, or turned into undead and werewolves. The Valloreans took a while to build themselves up, as they worked to contain the invasion by gradually strangling its advance. Once that happened, the forces of Vallorea then went over to the offensive, and they were prepared. They have never let up since, as they have begun to harness the power of the empire in bringing doom to the forces of Darkness.

However, at the point of attack here, they are at the fringe. Though difficult, a sharp reminder of where they are can be made! The aren't in Kansas anymore!:)

I think that the creative use of spells, and the use of teleporting giants and raiders, as well as hordes of natural animals, can be very effective. It isn't as glamorous, true--but it obviates so much of the Vallorean power, and brings the fight down to an essential struggle between warriors using steel and teeth.

Though outnumbered, that does seem to be an achievement that adds a psoitive dimension to the battle for the forces of darkness, now doesn't it?:)

Semper Fidelis,

SHARK
 

Maybe I've missed it in the posts somehwere, but exactly why are we trying to defend this fort against this overwhelming good-aligned enemy force, whose only goal is to wipe us evil abominations off the face of the earth?

Being the evil overlord in this case, there's only one real strategy that works.

Before the Valloreans arrive:

1) Round up enough humans from the cities to serve the vampires as cattle. Dominate/charm the cattle as needed.

2) Put the rest to the sword, raze the cities, and salt the ground. 2 less areas to defend, and the Valloreans aren't going to get any use out of them anyway. Besides, there's a chance that the peasants would have turned against us.

3) Inform the 24 Lords and the Wang-Liang leaders that they are in charge of the actual tactics once the battle begins. I plan on being as far away from the battlefield as possible, as do my 12 elite advisors. Encourage them to use guerilla tactics; I want them to take 2 Valloreans for each of our troops lost.

4) Take a couple hundred human soldiers, and have the vampires dominate them. Infect them with some sort of plague, and order them to defect to the Vallorean's side. Make sure to wipe their minds of any knowledge of our actual numbers. By the time the Valloreans have taken them in, the plague should have reached full virulence.

Once the battle begins:

5) My 12 advisors and I will retreat to a specially prepared refuge hundreds of miles from the actual battle, set up plenty of wards, and scry on the battle from afar. I expect most of our forces to be obliterated; these are acceptable losses. They will easily weaken the Vallorean forces to a point where Lord Mallenar can deal with them.

What, you thought I was actually going to put myself at risk, or do the actual clean-up work? I'm evil, remember?

6) Hatch a way to slay Mallenar while the battle rages.

7) After Mallenar returns and cleans up the remaining Valloreans, return from my refuge and kill him, claiming his title. Then have my 12 advisors put to the sword; if they'd betray Mallenar, they'll also betray me, and I can't have that.
 

How are the Legions traveling? How long will they be on the road, and how much of that time will be on our turf?

How do the Vallorian cities eat? How are their food supplies defended / warded? (If we can't poison the troops or invade the cities, can we at least poison the cities?)

Are they all set to deal with Outsiders, or only Evil Outsiders? (I'm thinking of Gating in some Slaadi here...)

Finally, and perhaps most importantly, what are the Heros up to? Are they together or separated? How do they respond to simultaneous calls for help -- would they split up?

Do "Teleport Redirectors" exist in your world? (Could we 'port in somewhere, lay down a Redirector pointed to an ambush, and get a couple of Heros into it?)

-- Nifft
 

im so sorry, but I goofed up.
I said I would make a writeup for the ogre-military academy in the stronghold. I did start it but after doing something really stupid with my computer, It dissapeared. Ill hope Ill find the time to rewrite it, but I did lose some other , more important, files as well so they take a higher priority.

The basic idea was this:
After reading SHARKs article on his version of the ogre and watching enemy at the gate, I came up with a academy of ogres being trained in breaking sieges and opening up breaches in fortifications. They have a small , old, caslte several miles west of the main hold where they live and practise their combat skills.
To train and control these ogres they have a cadre of human(oid) trainers. basically these trainers are commisars, using retoric and propaganda to brainwash the ogres into excelling in the crafts of the siege. So basically the academy provides a group ( 2500+ ) ogres fanaticaly loyal to the overlord, surrounded by these "drillsergeants" from hell.

These cadets can be used to hold or storm fortifications in the warzone. Are fanaticaly loyal, so will fight to the death. Controlled by strategicaly and tacticaly sound "advisors".

No much in a strait fight with the legions, but when able to defend a cliff, or open the gates of a legionbase ( and I presume valadarions do make those at the end of the day). The y could be usefull.

And I just love the images they create:D

So once again sorry, and I hope I can salvage a more eleborate story, but I doubt it.
 

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