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How would you defend your subterranean kingdom?
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<blockquote data-quote="trix" data-source="post: 254738" data-attributes="member: 5337"><p><strong>...</strong></p><p></p><p>As goblin king, i'd have a few scenarios to defend against:</p><p></p><p>1) Defend the tribe against those sneaky "heroes" seeking to plunder our plunder. (Small party, 6-8 humans)</p><p></p><p>2) Defend the tribe against other goblin tribes wanting to invade our goblin tunnles. (300-1000 goblins)</p><p></p><p>3) Evacuate the children when our cave complex is being invaded. Have situational awareness of any intrusion to know when to evacuate.</p><p></p><p>4) Fight to the death when we cannot evacuate.</p><p></p><p>---</p><p></p><p>We're looking at a goblin tribe of 50 to 800 members - assuming everyone who isnt a child, is a 1st level warrior (women included).</p><p></p><p>---</p><p></p><p>Lets assume a large goblen warren 800 members 400 1st level warriors, 100 assorted higher ranked warriors, 300 women and children.</p><p></p><p>---</p><p></p><p>We cant have the entire tribe entering and leaving through 2 exits. It would be too busy and its too easy to 'choke' the entrance and exits.</p><p></p><p>So you'd have 6 gateways with a 7th privilaged gateway.</p><p></p><p>Each entrance should have multiple collapsable points.</p><p></p><p>Within the cave complex, there should be two or three evacuation points. This should have a collapsable entrance, so, the entire tribe should be able to evacuate to this hall and stay for days. This hall has a previously collapsed exit, which needs to be dug to the surface. This provides the goblins with a good escape that is only revealed when 10-20 goblins start digging. In addition, from the outside, the exit could be anywhere... an invading goblin tribe couldnt even begin to guess where its gonna come out.</p><p></p><p>---</p><p></p><p>Now, there were some good ideas about the smoke/gass traps.</p><p>This is good... but maybe for secluded secret entrance/exits only.</p><p>Imagine 800 people moving through such a trap.</p><p></p><p>Someone is going to die.</p><p>Most of the water will stick to the clothing and furs, and will be emptied.</p><p></p><p>In addition, you're wetting the furs.</p><p>If this is winter, that'd be deadly.</p><p></p><p>But its a good idea as a secret entrance. (Guarded from the inside incase human heroes are knowledgable of goblin lore [clarvoyance?])</p><p></p><p>It would, at best, keep out the bears and other unintelligent animals.</p><p></p><p>---</p><p></p><p>Small tunnels are good for entrances, but bad for carrying large cargos plundered from the humans.</p><p></p><p>Are horses kept inside, or outside? There may always be the need.</p><p></p><p>So, many goblin entrances would be 3-4", but at least one would accomidate human sized cargo/horses/cattle/sheep/pigs/etc.</p><p></p><p>Each would have portcullii and murder holes, aswell as pits preceeding the porcullii.</p><p></p><p></p><p>Someone mentioned hex networks... great idea as a small set of interconnecting tunnels.</p><p></p><p>The complex would have to be split into two 3 sections.</p><p></p><p>1: 4" goblin tunnels.</p><p>2: 6" horse, cattle, wagon tunnels.</p><p>3: air venting structure.</p><p></p><p></p><p>1 is simple, lots of darkness, water traps (all goblins know to avoid certain paths).</p><p></p><p>2, more difficult to defend. The seperation between 1 and 2 should be possible by collapsable tunnels.</p><p></p><p>3, the most difficult to defend. A weakness of any mining complex is that it can be smoked and the occupants vented. A carefully planned venting complex would need to move enough air to keep the tribe healthy. At the same time, it shouldnt have many hot air vent exits that suck air into the caverns. There should be spare vents, and they should be concealed (regretably any smoke would show on the surface).</p><p></p><p>---</p><p></p><p>Portcullii should be used to secure sections and factions within the tribe. You dont want human heroes wondering into the armory/smithy section without triggering some alarm. They should at least have to smash through/get past a portcullis+gatehouse type structure.</p><p></p><p>---</p><p></p><p>Lastly, you cant have too many gatehouses. They need to be manned fulltime. The entire tribe's goal isnt to defend 100% of the time, so, 25% of the tribe should be able to defend against an invading tribe with a 4-1 kill ratio.</p><p></p><p>With the synchronized colapsing of tunnels and the cutting of sectional air vents, choke points at specific gatehouses, long tunnels, that should be possible. The other 75%, if they're at home, need to be able to exit to the surface quickly to harry and secure surface points (if important - eg: water source / bring in cattle / secure evacuation point).</p><p></p><p>---</p><p></p><p>There isnt much else I can think of.</p><p></p><p>All entrances to the tunnel should have a 'rising' passageway. When that is being stormed, hot oil should be poured. Worse case: the oil doesnt hit anyone but the pain of standing in boiling oil makes walking towards the murder holes w/Archers... difficult.</p><p></p><p>It should be possible to vent the insecure sections of your own caves with smoke, to prevent their use by invaders. Thus, where your cavern is difficult to defend, you flood it with smoke.</p><p></p><p>This might ensure that you're only fighting a war on one front with reasonable possibiltity to attack from the smoke if you've the spells to breath in smoke without trouble.</p><p></p><p>---</p><p></p><p>The easiest way to infiltrate the complex is to shapechange into a sheep and hope you dont get killed onsight. Instead, becoming one of the goblin herd.... if they do keep animals... which would be stupid not to since they do have to stockpile for winter (?).</p><p></p><p>---</p><p></p><p>-Tim</p></blockquote><p></p>
[QUOTE="trix, post: 254738, member: 5337"] [b]...[/b] As goblin king, i'd have a few scenarios to defend against: 1) Defend the tribe against those sneaky "heroes" seeking to plunder our plunder. (Small party, 6-8 humans) 2) Defend the tribe against other goblin tribes wanting to invade our goblin tunnles. (300-1000 goblins) 3) Evacuate the children when our cave complex is being invaded. Have situational awareness of any intrusion to know when to evacuate. 4) Fight to the death when we cannot evacuate. --- We're looking at a goblin tribe of 50 to 800 members - assuming everyone who isnt a child, is a 1st level warrior (women included). --- Lets assume a large goblen warren 800 members 400 1st level warriors, 100 assorted higher ranked warriors, 300 women and children. --- We cant have the entire tribe entering and leaving through 2 exits. It would be too busy and its too easy to 'choke' the entrance and exits. So you'd have 6 gateways with a 7th privilaged gateway. Each entrance should have multiple collapsable points. Within the cave complex, there should be two or three evacuation points. This should have a collapsable entrance, so, the entire tribe should be able to evacuate to this hall and stay for days. This hall has a previously collapsed exit, which needs to be dug to the surface. This provides the goblins with a good escape that is only revealed when 10-20 goblins start digging. In addition, from the outside, the exit could be anywhere... an invading goblin tribe couldnt even begin to guess where its gonna come out. --- Now, there were some good ideas about the smoke/gass traps. This is good... but maybe for secluded secret entrance/exits only. Imagine 800 people moving through such a trap. Someone is going to die. Most of the water will stick to the clothing and furs, and will be emptied. In addition, you're wetting the furs. If this is winter, that'd be deadly. But its a good idea as a secret entrance. (Guarded from the inside incase human heroes are knowledgable of goblin lore [clarvoyance?]) It would, at best, keep out the bears and other unintelligent animals. --- Small tunnels are good for entrances, but bad for carrying large cargos plundered from the humans. Are horses kept inside, or outside? There may always be the need. So, many goblin entrances would be 3-4", but at least one would accomidate human sized cargo/horses/cattle/sheep/pigs/etc. Each would have portcullii and murder holes, aswell as pits preceeding the porcullii. Someone mentioned hex networks... great idea as a small set of interconnecting tunnels. The complex would have to be split into two 3 sections. 1: 4" goblin tunnels. 2: 6" horse, cattle, wagon tunnels. 3: air venting structure. 1 is simple, lots of darkness, water traps (all goblins know to avoid certain paths). 2, more difficult to defend. The seperation between 1 and 2 should be possible by collapsable tunnels. 3, the most difficult to defend. A weakness of any mining complex is that it can be smoked and the occupants vented. A carefully planned venting complex would need to move enough air to keep the tribe healthy. At the same time, it shouldnt have many hot air vent exits that suck air into the caverns. There should be spare vents, and they should be concealed (regretably any smoke would show on the surface). --- Portcullii should be used to secure sections and factions within the tribe. You dont want human heroes wondering into the armory/smithy section without triggering some alarm. They should at least have to smash through/get past a portcullis+gatehouse type structure. --- Lastly, you cant have too many gatehouses. They need to be manned fulltime. The entire tribe's goal isnt to defend 100% of the time, so, 25% of the tribe should be able to defend against an invading tribe with a 4-1 kill ratio. With the synchronized colapsing of tunnels and the cutting of sectional air vents, choke points at specific gatehouses, long tunnels, that should be possible. The other 75%, if they're at home, need to be able to exit to the surface quickly to harry and secure surface points (if important - eg: water source / bring in cattle / secure evacuation point). --- There isnt much else I can think of. All entrances to the tunnel should have a 'rising' passageway. When that is being stormed, hot oil should be poured. Worse case: the oil doesnt hit anyone but the pain of standing in boiling oil makes walking towards the murder holes w/Archers... difficult. It should be possible to vent the insecure sections of your own caves with smoke, to prevent their use by invaders. Thus, where your cavern is difficult to defend, you flood it with smoke. This might ensure that you're only fighting a war on one front with reasonable possibiltity to attack from the smoke if you've the spells to breath in smoke without trouble. --- The easiest way to infiltrate the complex is to shapechange into a sheep and hope you dont get killed onsight. Instead, becoming one of the goblin herd.... if they do keep animals... which would be stupid not to since they do have to stockpile for winter (?). --- -Tim [/QUOTE]
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