Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
How would you defend your subterranean kingdom?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Alcamtar" data-source="post: 256074" data-attributes="member: 3842"><p>Actually it occurs to me that there may be an ever more effective defense: make yourself a needle in a haystack.</p><p></p><p>Goblins are good miners, right? And most D&D worlds have an abundance of natural underground spaces.</p><p></p><p>First order of business is to make sure you have a good DOZEN escape tunnels which lead to exits at least 10 miles away from the main lair. No way any human force can besiege an area that large. So what if they invade one tunnel? You can easily escape out the back door, and since their army is busy, this is actually a great time to do a bit of raiding. Surface armies are limited to surface topology -- two dimensions -- and are easily blocked or surrounded. Goblins have three dimensions to work with, and should prove a slippery foe. (These escape tunnels double as launching points for raids. If you raid from the north when the lair is actually miles to the south, you've achieved a nice misdirection.) Also, make every attempt to open tunnels to other cave complexes and the rest of the underdark. It's that much more area the invaders have to search trying to find you.</p><p></p><p>(A good trick is to build tunnels to connect directly to thieves guilds in nearby towns and cities. The theives will benefit from escape tunnels and smuggling operations, and you can benefit from "inside information" and increased trade. Always better to know when an invasion is planned in advance.)</p><p></p><p>Next, mine the area around the lair like crazy. There should be MILES of tunnels in and around the lair, with complex branches and multiple levels. It would take thousands of men crawling on their hands and knees to cover and inspect all the tunnels, and since it's three dimensional it's nearly impossible to map. If they cover the whole area, they'll be spread thin and easy pickings for goblin squads. If they stay bunched up they can only cover a small portion of the tunnels and move slowly, so are easily avoided.</p><p></p><p>Third, every year that the human army doesn't come is an opportunity to build MORE tunnels. The longer you stay, the more entrenched you become. Don't worry about making a secure hole with fortified entries -- instead create as many entrances as you possibly can. Instead of being masters of siege and fortification, become masters of stealth and maze navigation. More tunnels means less chance of getting trapped and better ventilation.</p><p></p><p>Finally, you now have have more tunnels than you can possibly use. Put them to good use by intruducing vermin and enticing other creatures to lair. Since you know the tunnels you can easily avoid problem areas, but invaders will stumble blindly into lair after lair. Besides, those spiders and shriekers make for good hunting and increase your self-sufficiency. Also, now that you have such a wonderful warren of tunnels, invite other humanoids to join you -- goblins, orcs, who cares? There's room enough for all, and strength in numbers. Form alliances when you can. Better yet, if a really powerful monster moves in nearby, that'll distract the human's attention. Again, you're clever and can just avoid that part of the tunnels.</p><p></p><p>Oh yes, one last thing: now that you've made yourself hard to catch, be sure to punish any invasion attempt with vengeful raids. Burn fields, eat babies, and make them suffer. Build a reputation for vicious evil and shocking cruelty. Make them fear. When they can't catch you, and every attempt brings pain, sooner or later even the stupidest men will give up and leave you alone.</p></blockquote><p></p>
[QUOTE="Alcamtar, post: 256074, member: 3842"] Actually it occurs to me that there may be an ever more effective defense: make yourself a needle in a haystack. Goblins are good miners, right? And most D&D worlds have an abundance of natural underground spaces. First order of business is to make sure you have a good DOZEN escape tunnels which lead to exits at least 10 miles away from the main lair. No way any human force can besiege an area that large. So what if they invade one tunnel? You can easily escape out the back door, and since their army is busy, this is actually a great time to do a bit of raiding. Surface armies are limited to surface topology -- two dimensions -- and are easily blocked or surrounded. Goblins have three dimensions to work with, and should prove a slippery foe. (These escape tunnels double as launching points for raids. If you raid from the north when the lair is actually miles to the south, you've achieved a nice misdirection.) Also, make every attempt to open tunnels to other cave complexes and the rest of the underdark. It's that much more area the invaders have to search trying to find you. (A good trick is to build tunnels to connect directly to thieves guilds in nearby towns and cities. The theives will benefit from escape tunnels and smuggling operations, and you can benefit from "inside information" and increased trade. Always better to know when an invasion is planned in advance.) Next, mine the area around the lair like crazy. There should be MILES of tunnels in and around the lair, with complex branches and multiple levels. It would take thousands of men crawling on their hands and knees to cover and inspect all the tunnels, and since it's three dimensional it's nearly impossible to map. If they cover the whole area, they'll be spread thin and easy pickings for goblin squads. If they stay bunched up they can only cover a small portion of the tunnels and move slowly, so are easily avoided. Third, every year that the human army doesn't come is an opportunity to build MORE tunnels. The longer you stay, the more entrenched you become. Don't worry about making a secure hole with fortified entries -- instead create as many entrances as you possibly can. Instead of being masters of siege and fortification, become masters of stealth and maze navigation. More tunnels means less chance of getting trapped and better ventilation. Finally, you now have have more tunnels than you can possibly use. Put them to good use by intruducing vermin and enticing other creatures to lair. Since you know the tunnels you can easily avoid problem areas, but invaders will stumble blindly into lair after lair. Besides, those spiders and shriekers make for good hunting and increase your self-sufficiency. Also, now that you have such a wonderful warren of tunnels, invite other humanoids to join you -- goblins, orcs, who cares? There's room enough for all, and strength in numbers. Form alliances when you can. Better yet, if a really powerful monster moves in nearby, that'll distract the human's attention. Again, you're clever and can just avoid that part of the tunnels. Oh yes, one last thing: now that you've made yourself hard to catch, be sure to punish any invasion attempt with vengeful raids. Burn fields, eat babies, and make them suffer. Build a reputation for vicious evil and shocking cruelty. Make them fear. When they can't catch you, and every attempt brings pain, sooner or later even the stupidest men will give up and leave you alone. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How would you defend your subterranean kingdom?
Top