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How Would You Defend A Mountain Fortress?
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<blockquote data-quote="Crowe9107" data-source="post: 269522" data-attributes="member: 2033"><p>A high level parties transportation abilities can really mess up the best laid of plans. Here are some things I have come up with.</p><p></p><p><em>Teleportation:</em> Given that the majority of your forces are Lawful Evil, Blanketing the Fortress Area with Forbiddance (preferrably a Tenacious Forbiddance so that even it is dispelled it comes back) should give the Forces of Niceness quite a headache, not only blocking any sort of dimensional travel into the fortress, but really boning any low-level good types. It should be noted that this effect is 2-way, ALL dimensional travel is blocked, unless you have a password, for operational security, this password should given only the Commander (for the climatic escape), and teleport and summoning ops should be staged outside of the Forbiddance Zone. Relying on this alone is probably not good enough (or rather smart enough), and all structures should have lead lined walls to prevent scrying (can't TP into an unknown area), which is helpful in and of itself.</p><p></p><p><em>Flying:</em> It would appear the forces of goodness will have aerial superiority. Given the (relatively) low hit dice and will saves of hippogriffs and pegasi, I would think stun effects could be wonderfully effective, symbols of stunning, heightened hypnotic patterns, colorsprays, rainbow patterns, sleep, all of these could take mount or rider for a fatal plummet. Magic missiles make for wonderful flak fire, and epic archers can potentially bring down mounts by the score. Conventional Archers generally have a range advantage on casters, combined with Ballista's could make any sort of air insertion pretty rough. A well placed hurricane or such can disrupt an air attack. In any case, make sure AA assets have plenty of cover to hide behind, as Niceness will probably try to soften up LZ and AA sites with spells, mounted archers, dragons, spelljammers and whatever else they can get their goody goody hands on. Also, do not overlook conventional obstacles to hamper landing attempts, caltrops, spikes, spires, spears, dragons teeth (stone pyramids), brambles, barbed wire, obelisks, and anything you think of to disrupt spaces open enough for a large creature to land will be helpful. A key ingredient to any AA network is detection, you can't fight something if you don't know it is inbound, so make sure you are on the ball with intel (keep close tabs on air assets), scrying, patrols (invisible stalkers and air elementals make great air guards, and your chimera and manticore forces can perfom combat air patrol).</p><p></p><p>More to come,</p><p></p><p>Carl Rowe</p></blockquote><p></p>
[QUOTE="Crowe9107, post: 269522, member: 2033"] A high level parties transportation abilities can really mess up the best laid of plans. Here are some things I have come up with. [I]Teleportation:[/I] Given that the majority of your forces are Lawful Evil, Blanketing the Fortress Area with Forbiddance (preferrably a Tenacious Forbiddance so that even it is dispelled it comes back) should give the Forces of Niceness quite a headache, not only blocking any sort of dimensional travel into the fortress, but really boning any low-level good types. It should be noted that this effect is 2-way, ALL dimensional travel is blocked, unless you have a password, for operational security, this password should given only the Commander (for the climatic escape), and teleport and summoning ops should be staged outside of the Forbiddance Zone. Relying on this alone is probably not good enough (or rather smart enough), and all structures should have lead lined walls to prevent scrying (can't TP into an unknown area), which is helpful in and of itself. [I]Flying:[/I] It would appear the forces of goodness will have aerial superiority. Given the (relatively) low hit dice and will saves of hippogriffs and pegasi, I would think stun effects could be wonderfully effective, symbols of stunning, heightened hypnotic patterns, colorsprays, rainbow patterns, sleep, all of these could take mount or rider for a fatal plummet. Magic missiles make for wonderful flak fire, and epic archers can potentially bring down mounts by the score. Conventional Archers generally have a range advantage on casters, combined with Ballista's could make any sort of air insertion pretty rough. A well placed hurricane or such can disrupt an air attack. In any case, make sure AA assets have plenty of cover to hide behind, as Niceness will probably try to soften up LZ and AA sites with spells, mounted archers, dragons, spelljammers and whatever else they can get their goody goody hands on. Also, do not overlook conventional obstacles to hamper landing attempts, caltrops, spikes, spires, spears, dragons teeth (stone pyramids), brambles, barbed wire, obelisks, and anything you think of to disrupt spaces open enough for a large creature to land will be helpful. A key ingredient to any AA network is detection, you can't fight something if you don't know it is inbound, so make sure you are on the ball with intel (keep close tabs on air assets), scrying, patrols (invisible stalkers and air elementals make great air guards, and your chimera and manticore forces can perfom combat air patrol). More to come, Carl Rowe [/QUOTE]
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