Please Help me Defend Darkhold

Give them a lever against the power of the keep

You think they should go through the underdark. Give them a strategic bonus for doing so.

Why do the giants serve Darkhold? Is there a hostage in the underdark who could convince them to switch sides????

Is there a refugee from Darkhold in the underdark who might have a map or be willing to guide them back?

How 'good' are the players? Would they help an evil or really bad force if they could ally against their common enemy? It might not be more than a diversion but sometimes thats enough.

S
 

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Sigurd said:
How 'good' are the players? Would they help an evil or really bad force if they could ally against their common enemy? It might not be more than a diversion but sometimes thats enough.

I've thought about this and had to discard it. You see there is a small secret faction of Cyricists still in Darkhold, the last Zhentarim outpost they still have any presence in. It was a plot of the Cyriscists that caused the fight between the Battlehall and the Dark Fane.
A cabal of priests of Cyric murdered the High Priest of both the Banite and the Tempus temples and planted evidence to incriminate the other two factions A Greater Demon of Cyric intercepted the inevitable divinations and answered them falsely (it's strictly forbidden for Gods to interfere in this way, but Cyric seldom plays by the rules) . The Cyricists plan was to weaken the Dark Fane and it worked. The PC's figured part of it out, but too late to avoid a fight. At any rate, the reason I had to discard it is because one of the PC's (the team leader) and his Lammasu follower are both Exalted. Neither would ever agree to work with the Cyricists, even to save the captives. So the PC's are aware of a schism, but not sure how to take advantage of it, nor would the exalted warrior agree to it.

The strategic bonus was to bypass the hefty defenses that the Zhentarim have erected to ferret out infiltrators into their western most stronghold. The Hill Giants were local before the Zhents took over; in return for loyalty the Giant Chief has been heavily equipped and given treasures. Essentially they are well paid mercenaries and a very effective (if rather stupid) brute squad.

I have the Dragonlance books... but if Manshoon knew they were coming, they'd be screwed. Dontcha think he'd be a bit more direct, ambush the party in a prepared magic null zone and slaughter/capture them, or some such? This mission hinges on stealth to get in I think.

I like the refugee idea, I don't have a plan at all for them to get back out... or even to get in right now. A lot of this is coming together for me as I write to this post. It's helping me organize my thoughts. I like the Beholder at the entrance to the keep with the Lens, I'm going to use that. I'm still fishing for more ideas... trying to tap Enworld's vast reservoir of talent.
:)
 

Have you read Elaine Cunningham's "Elfshadow?" As well as being a good read (IMHO), I seem to remember Arilyn (the heroine) sneaking into Darkhold so there might be a couple of ideas there for you.

I think your idea for an underground approach is best, as it would be reasonable to assume various hidden ways in and out for the factions in Darkhold which are unknown to the other factions. Sigurd's idea of a refugee from some faction war would provide a way to get the information to them plausibly. He might well help the PCs out of desire for revenge, especially if they can get him to safety. Or maybe he's already dead from underdark menaces and they find his body with secret map/instructions etc.

In your other thread I mentioned Fiery Dragon's "Alert Factor" system to simplify the level of preparedness and aggressiveness of stronghold forces. Its essentially a distillation of what most people have probably used in some form or other before. You assign a numerical value to the alert level (say zero) and this is what stronghold forces do on a normal day to day basis. (eg don't react to noises much unless they are right outside their room-as they are not expecting trouble and are used to various brawls and anyway don't want to "interfere" with someone in the stronghold who might take lethal offence). Then you write down succeeding levels of response, going right up to Manshoon going to the trouble of making them his mission for the day! Each level of response is assigned a higher numerical level of response by you, according to how much disturbance is necessary for the PC's to trigger this. When PC's take certain actions they may affect the current alert level (usually up, but it can go down as well). So for example casting flashy magic, having a noisy fight, tripping magical alarms (perhaps by using certain spells in the fortress), being seen in the wrong area, being recognised as good guys etc etc all raise current alert value by a number predetermined by you. You then compare the new alert level with your response table and adjust the inhabitants' behaviour accordingly. So, gradually the PC's lives get more difficult as they trigger a higher and higher level of response.

I think its a good way of representing the fact that the enemy will not be in super watchful mode all the time and even disturbance takes time to be noted and taken seriously as a genuine threat. The more disturbance, the more the response.

If you want the full Alert Factor system, Fiery Dragon have it in "The Battle Box" and "The Giant's Skull" adventure module.
 

Any location designated as a stronghold should be difficult to penetrate, stealth being the best bet in normal circumstances.

Several key points to remember:

1) This place has access to a very crafty wizard in the form of one Manshoon. While his physical presence is not necessary, there are other ways to make it felt. His knowledge of magic and vast resources would virtually guarantee that the fortress is hardened against the vast majority of extraplanar travel. So no Teleport, Dimension Door, Etc. I noted many good ideas in previous posts concerning various magical defenses. The Zones of Truth were excellent, as were most other suggestions.

2) Your "Invasion from below" idea, where the players sneak in from the Underdark, is novel, and extremely dangerous. Here is one way to put do it: Allow rumors of some sort of political upheavel, prisoner transfer, or whatever, to reach the ears of the PCs. Set a time limit. Push the PCs into the journey with little or no time to prepare. Make the trip through the underdark hazardous but not perilous. See to it that the characters are at about 50% resources when they arrive. Make it as nerve-racking as possible. Stress how tired and worn they are, while in the same breath reminding them of the limited time. This prevents you from having to craft encounters for a fully stocked party. Make each encounter a breath-holding, cannot bear to watch type occurence. See to it that every roll makes the table of players pray to whatever gods are listening.

Once they get inside, allow them a brief rest in a secluded spot. They retrieve the prisoners, but then something goes wrong. They are spotted, someone notices the missing slaves, etc. The players are now fully loaded with spells and hit points, but the way out should be 5 times harder than the way in. The enemy knows they are there. Throw everything and the kitchen sink at them. Allow them to nuke a hundred scrubs, because that is how the Zhents would do it. Each spell wasted on fodder is one less to cast against the big guys. Place multiple beholders in their path out. The ideas and possibilities are nearly endless, and the DM in me quivers at the thought of such a high-strung, yet ultimately cool adventure. Remember to make the former slaves real hindrance, yet not a game-killer. The Exalted PC in particular should be especially wary of any potential harm coming to the prisoners. An Iron Golem or 4 should wear away crucial warrior hit points, while the spell casters in the party are forced to utilize their magic on small enemies. As a climax, you could have Manshoon himself appear, perhaps getting one spell off before the party reaches the underdark and the then-possible teleport to safety. Manshoon is a patient and cunning mage. His revenge would be slow and inexorable, allowing for a whole new campaign arc should you change your mind and decide to run higher level games.
 

If you want to really screw with the players, have the underdark tunnel lead to a huge mining complex beneath darkhold, worked by hundreds of slaves. Now instead of merely having to free a few slaves, they are responsible for hundreds of innocents.

The underdark is easily defensible because the players are forced into traveling along narrow passageways. Good defenses include shriekers, guardsmen, duergar allies (who might control the mine), beholders, etc...
 

I would work on the basis of Manshoon not being there. But the defences are set up/cast by him.
Work on layers of defence. The outer layer, low level spells, permanent zones of truth ,detect good and detect magic at guard posts etc Alarm spells for guarded areas. Which the party should bypass easily. The second layer should be higher level spells. If intruders have got this far they are dangerous. Guards and wards perhaps. Magical traps(see DMG) with explosive effects on false doors etc. Permanent illusions of patrolling guards. So the party doesn't know if they're facing illusions or the real ones. The third layer of defences should be more geared to alerting the guards that someone had penetrated this far. And to slowing the party down, rather than damage or kill them. Maze or antipathy, or even grease.
Have a set guard patrol composition and tactics. A plan to deal with alerts of varying degrees. A lock down option, sneaking in may be easy, but getting out a lot harder. Teleport proof areas(dimension lock) walls of lead to block detection. Rooms with no doors, you can only enter with teleport or passwall etc. Have the blue dragon, as a former party enemy scrying for the party.
 
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I figured out a small problem with a beholder with a lens of seeing...the antimagic ray will cancel it out. Also, there's no need to have the lens because the antimagic ray will undo any magical disguises. However, I like the idea of a beholder with a monocle, so maybe he just has bad eyesight? Or the monocle cancels the antimagic ray but allows the true seeing effect (which extends farther than the limited area of effect of the ray). The beholder could use the telekenises eyeball to move the lens.
 

All these ideas are great!

The beholder can have the monicle on one of his lesser eyes, keeping the central eye closed to allow the normal magical defenses to be in place, then opening the central eye to cancel any magical effects that he detects and revealing the illusions. ;)

Thanks for all the ideas guys, I like the plan about taxing them through the Underdark so that they don't have time to rest, and making it more difficult to get out then to get in. I plan to present them with numerous different opportunities to free other slaves if they want to weigh themselves down, but if they do they are going to either get all these slaves killed and fail in their mission, or just alert the Zhents early and never manage to get in. I think they are smart enough not to try to make this a fight face to face with the might of Darkhold by trying to save everyone. I hope so anyhow, it would be a bad note to end the campiagn on. :\

I have the boxed set with the map of Darkhold, and its kinda smaller than I'd imagined it would be (because they were presenting it as a battlemap for their Battlesystem. Their explanation was that it was built to the scale of giants (because thats who built it) but I haven't fully decided if I will use this map or substitute it with a different one. I pro'm leaning twoards swap it out.

Anyhow, thank you again for the great ideas, I'm going to print this thread and add it to my notes.
 

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