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How would you defend your subterranean kingdom?
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<blockquote data-quote="Alcamtar" data-source="post: 253001" data-attributes="member: 3842"><p>Double Pit Gate</p><p></p><p>Invaders come to a closed portcullis, with a large hole in the ceiling just before it. There is a room above with archers who will shoot anyone attempting to open the portcullis. A low wall around the opening provides some cover from spells. Directly below the opening is a covered pit, opening into a similar room down below; directly below THAT is a 20 ft spike filled pit. The room below has goblins with bows and spears. Escape tunnels from these two rooms are optional.</p><p></p><p>Invaders preoccupied looking upwards will likely fall into the pit below; anyone attempting to climb up who is knocked down will also fall in. Those who fall into will fall all the way to the bottom, and cannot be easily rescued because of the goblins below. (If not rescued, the goblins below will attempt to kill trapped individuals with spears.) Anyone entering either room successfully will be grappled or attacked with spears.</p><p></p><p><span style="color: white">DIAGRAM:</span></p><p><span style="color: white">[code]</span></p><p><span style="color: white"> +--------+</span></p><p><span style="color: white"> | |</span></p><p><span style="color: white">------+ +-------</span></p><p><span style="color: white"> [</span></p><p><span style="color: white">------+==+-------</span></p><p><span style="color: white"> | |</span></p><p><span style="color: white"> +--+ +--+</span></p><p><span style="color: white"> | |</span></p><p><span style="color: white"> | |</span></p><p><span style="color: white"> |^^|</span></p><p><span style="color: white">[/code]</span></p><p><span style="color: white"></span></p><p></p><p>A variation on the "twisty passages" idea:</p><p></p><p>Mine out an area with a gridwork of twisting tunnels separated by wide colums. The map would look sort of like hex paper, except the "lines" on the hex paper are tunnels. Make each tunnel short, perhaps ten feet long. Make all the ceilings about 4.5 feet high. Since the tunnels twist and turn, there are no "straight shots" where they can support each other with missile fire, and have to navigate the area single file, moving slowly in a crouching position. The goblins can stage hit-and-run attacks, from the shadows, coming from all sides, but can only be counter-attacked by one invader at a time.</p><p></p><p><span style="color: white">DIAGRAM:</span></p><p><span style="color: white">[code]</span></p><p><span style="color: white"> g</span></p><p> <span style="color: white">gg</span></p><p><span style="color: white"> \ \_ g</span></p><p><span style="color: white"> )x_g</span></p><p><span style="color: white">g_/x/ g</span></p><p><span style="color: white">g x(</span></p><p><span style="color: white">g \x\_ g</span></p><p><span style="color: white"> )x_g</span></p><p> <span style="color: white">_/ / g</span></p><p> <span style="color: white">gg(</span></p><p><span style="color: white"> g</span></p><p><span style="color: white">[/code]</span></p><p><span style="color: white"></span></p><p></p><p>(x) invader</p><p>(g) goblin</p><p></p><p>The goblins attack with ranged weapons from at least 10 feet away, then flee into the shadows. If the invaders spread out, the goblins can gang up on each one from three sides, or flank them from two sides. If they stay bunched up they cannot engage the goblins in melee, and their tactics and movement are hampered. This could be particularly effective if the goblins have a vicious ally -- a large dire wolf something -- which can take on the invaders one at a time.</p><p></p><p>Using Vertical Architecture</p><p></p><p>1. A spiral stair that descends around a stalactite column into the center of a room. As invaders descend, they are vulnerable to unseed goblin archers 40 ft away in the darkness.</p><p></p><p>2. A deep chasm, with a khazad-dum style bridge, so they have to go single file. On the other side is a doorway protected by a portcullis. The lone fighter out front will have fun trying to break through this will being peppered by arrows and spears. Put some green slime or spikes at the bottom for added fun; if you have time, grease the bridge before the invaders get to it.</p><p></p><p>3. Drop a barrelful of caltrops from a murder hole into a tiny passage, so they completely cover the floor and prevent movement. Then follow up with oil, and finally green slime.</p><p></p><p>4. Large high room, with ledges 30' up on the walls. Archers hidden in the darkness on these ledges fire at invaders. The ledges prevent closing for melee. If anyone gets close enough with a torch to see the archers, they escape into a small tunnel, emerging again once the light is gone. Before the invaders realize there are ledges here, they might shoot a fireball blindly into the darkness, aiming at eye level, harmlessly striking a wall.</p><p></p><p>5. If any underground seepage is present (and it usually is) and a natural chimney/sinkhole is available, it can be used as an obstacle. Wet flowstone can be VERY slippery as any spelunker can tell you. You have to go <em>up</em> a narrow wet slippery hole; normally goblins above help those below, perhaps with a rope, but adventurers will have to go it alone. A goblin archer hidden in the darkness at point "x" can make life difficult for the first guy up. A bottomless sinkhole is best, but if not, cultivate some giant crayfish in the pool at the bottom. BTW this is a great location to leave a torch burning continuously, as green scum will form in the presence of light (this is a problem in real caves too); invaders will think it's green slime and waste an enormous amount of effort trying to avoid or kill it. A fireball will dry the area for one round and get rid of slime, but flowing water will immediately wet it again.</p><p></p><p>Of course, once the party is split, attack!</p><p></p><p><span style="color: white">DIAGRAM:</span></p><p><span style="color: white">[code]</span></p><p><span style="color: white"> | |</span></p><p><span style="color: white"> | +----------</span></p><p><span style="color: white"> | x</span></p><p><span style="color: white"> | +----------</span></p><p><span style="color: white">----------+ |</span></p><p><span style="color: white"> |</span></p><p><span style="color: white">----------+ |</span></p><p><span style="color: white"> | |</span></p><p><span style="color: white">[/code]</span></p><p><span style="color: white"></span></p></blockquote><p></p>
[QUOTE="Alcamtar, post: 253001, member: 3842"] Double Pit Gate Invaders come to a closed portcullis, with a large hole in the ceiling just before it. There is a room above with archers who will shoot anyone attempting to open the portcullis. A low wall around the opening provides some cover from spells. Directly below the opening is a covered pit, opening into a similar room down below; directly below THAT is a 20 ft spike filled pit. The room below has goblins with bows and spears. Escape tunnels from these two rooms are optional. Invaders preoccupied looking upwards will likely fall into the pit below; anyone attempting to climb up who is knocked down will also fall in. Those who fall into will fall all the way to the bottom, and cannot be easily rescued because of the goblins below. (If not rescued, the goblins below will attempt to kill trapped individuals with spears.) Anyone entering either room successfully will be grappled or attacked with spears. [color=white]DIAGRAM: [code] +--------+ | | ------+ +------- [ ------+==+------- | | +--+ +--+ | | | | |^^| [/code] [/color] A variation on the "twisty passages" idea: Mine out an area with a gridwork of twisting tunnels separated by wide colums. The map would look sort of like hex paper, except the "lines" on the hex paper are tunnels. Make each tunnel short, perhaps ten feet long. Make all the ceilings about 4.5 feet high. Since the tunnels twist and turn, there are no "straight shots" where they can support each other with missile fire, and have to navigate the area single file, moving slowly in a crouching position. The goblins can stage hit-and-run attacks, from the shadows, coming from all sides, but can only be counter-attacked by one invader at a time. [color=white]DIAGRAM: [code] g gg \ \_ g )x_g g_/x/ g g x( g \x\_ g )x_g _/ / g gg( g [/code] [/color] (x) invader (g) goblin The goblins attack with ranged weapons from at least 10 feet away, then flee into the shadows. If the invaders spread out, the goblins can gang up on each one from three sides, or flank them from two sides. If they stay bunched up they cannot engage the goblins in melee, and their tactics and movement are hampered. This could be particularly effective if the goblins have a vicious ally -- a large dire wolf something -- which can take on the invaders one at a time. Using Vertical Architecture 1. A spiral stair that descends around a stalactite column into the center of a room. As invaders descend, they are vulnerable to unseed goblin archers 40 ft away in the darkness. 2. A deep chasm, with a khazad-dum style bridge, so they have to go single file. On the other side is a doorway protected by a portcullis. The lone fighter out front will have fun trying to break through this will being peppered by arrows and spears. Put some green slime or spikes at the bottom for added fun; if you have time, grease the bridge before the invaders get to it. 3. Drop a barrelful of caltrops from a murder hole into a tiny passage, so they completely cover the floor and prevent movement. Then follow up with oil, and finally green slime. 4. Large high room, with ledges 30' up on the walls. Archers hidden in the darkness on these ledges fire at invaders. The ledges prevent closing for melee. If anyone gets close enough with a torch to see the archers, they escape into a small tunnel, emerging again once the light is gone. Before the invaders realize there are ledges here, they might shoot a fireball blindly into the darkness, aiming at eye level, harmlessly striking a wall. 5. If any underground seepage is present (and it usually is) and a natural chimney/sinkhole is available, it can be used as an obstacle. Wet flowstone can be VERY slippery as any spelunker can tell you. You have to go [i]up[/i] a narrow wet slippery hole; normally goblins above help those below, perhaps with a rope, but adventurers will have to go it alone. A goblin archer hidden in the darkness at point "x" can make life difficult for the first guy up. A bottomless sinkhole is best, but if not, cultivate some giant crayfish in the pool at the bottom. BTW this is a great location to leave a torch burning continuously, as green scum will form in the presence of light (this is a problem in real caves too); invaders will think it's green slime and waste an enormous amount of effort trying to avoid or kill it. A fireball will dry the area for one round and get rid of slime, but flowing water will immediately wet it again. Of course, once the party is split, attack! [color=white]DIAGRAM: [code] | | | +---------- | x | +---------- ----------+ | | ----------+ | | | [/code] [/color] [/QUOTE]
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