How do we defend a Large Town from an Undead Army?


Advice

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Murdock Mudeater wrote:
-Burning Oil Cheaper than alchemist's fire, pints of oil can be used to burn entire squares, dealing fire damage over multiple rounds. The danger here is that THE TOWN ITSELF IS ALSO FLAMABLE, so you need to choose locations where flaming undead won't venture into a wooden house. I suggest using it in areas protected by dirt or stone walls.

This might actually be something to think about. You're not talking about a few dozen undead here, you're talking about an army big enough to wipe out the town you're defending. It might be worth dividing the town up into sections so that if one section gets overwhelmed you can just set that section on fire and move back to the next one.

HERE IS THE IMAGE OF THE TOWN AGAIN. Remember Kai_G said the forest on the west side of the map has been cleared for decades
(North is to the right of the map, so the forest to the west is the one at the top of the map across the river)

If you could somehow set up a barrier along each of the main roads (Chatter-Streat, Eastgate-Way, Old-Ford-Road and Southspur-Street) you end up with 5 distinct regions (plus the keep).

I'd recommend organising a retreat signal for each district, and some kind of escape rout that can be destroyed (ladders that can be pulled-up/knocked-down are about the easiest).

Some kind of store of gunpowder/oil/alchemical-fire that can be easily targeted (2 or 3 of your party should have access to SPARK) which will set the entire district ablaze will help control the battlefield.

A burning district should destroy hundreds of undead and provide an area you don't need to defend.

Of course if the GM is using BURNING SKELETONS this tactic gets a lot less appealing.


Funny thing that you mention they can come up with ideas. Because using a lot of these ideas would be pretty much out-of-character roleplay. Unless they have knowledge (Engineering), Profession (Soldier), Knowledge (History), Craft (Traps), or something along those lines. All ideas here are either borrowed from history or movies, or just clever use of engineering or game mechanics.

Maybe they could discover those tactics while researching the library of that country. Or even come up with stuff that we havent thought about, but are key on your game setting, like some magic item that can repel the undead.


Raynulf wrote:
Purplefixer wrote:
Save fireballs and the like for clearing the ground.

I think you missed the part where the PCs are 3rd level.

This is a scenario where (were I GMing it) the PCs would be tasked with inspiring/organising the defence, then leaving the NPCs to deal with the army and focusing on killing the "PC worthy" intelligent undead in a series of encounters around the city and over the course of the siege.

Because against hundreds (or thousands) of undead, 3rd level PCs can't actually make a meaningful difference in terms of their character mechanics, when compared to several thousand militia. What the PCs can do is provide ideas, plans and training, then go off to fight the things the thousands of warrior 1's can't fight.

** spoiler omitted **...

Very sound tactics. I'm impressed on what was done in Eberron. And I approve the proposed tactics for this fight. Well done!


Don't forget the utility of the Flaming Sphere.

Dark Archive

Expect the gates to fall. Or plan it yourself.

For mindless undead - Create a series of oil/tinder fire breaks/defensive positions and pits along the roads. Your prepared positions should offer no cover from the defending side if possible. Wall off the adjoining side streets and line both sides with ranged weapons. Fight, withdrawal, burn several times, while attacking (at range) along the entire channel. Retake the gates, refuel the fire breaks and repeat as needed.

However if this is not mindless undead, you are going to have to follow the decapitation method as previously discussed.


shadowkras wrote:

Funny thing that you mention they can come up with ideas. Because using a lot of these ideas would be pretty much out-of-character roleplay. Unless they have knowledge (Engineering), Profession (Soldier), Knowledge (History), Craft (Traps), or something along those lines. All ideas here are either borrowed from history or movies, or just clever use of engineering or game mechanics.

Maybe they could discover those tactics while researching the library of that country. Or even come up with stuff that we havent thought about, but are key on your game setting, like some magic item that can repel the undead.

The paladin alone has 1 rank in all 4 of those skills. :-) The warpriest also has knowledge (engineering).


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If the army of undead is mindless, you could attempt the reroute idea from walking dead, build walls that lead them in a different direction.

Otherwise, try the tower defense game set up. Build walls in a spiral around the town, requiring the undead to walk through a narrow corridor around the city giving much more time to attack. With only a week to plan this might not work, but choke points are key.

Alternatively, build the same winding path inside the town using existing structures by blocking off road streets in town leading in a spiraling or winding path to the keep,allowing you more time to attack them from above (on buildings and walls) and ensuring maximum aoe damage.


Suggestion: Get as many people with Healing Hex as possible. With just six days of preparation you can have four times as many witches as you had before, presuming the retraining rules are allowed.

"If you are retraining a level in an NPC class (adept, aristocrat, commoner, or expert) to a level in any other class, the training takes only 3 days."

So each witch retrains a commoner into a witch (who picks the healing hex, best hex for this situation), then each of those witches retrains another commoner into a witch.

Congratulations, you now have a bunch of people who can use "cure light wounds" on every single person once/day, can attack undead with it once/day (or infinitely if you go by strict RAW instead of RAI), and a bunch of other nice bonuses.

If you have any 2nd+ level shamans they can also train up 2nd+ level NPC classes into second level shamans in that time period and then pick up healing hex, too.

There are a few archetypes that might be available that grant access to the healing hex, too.


quibblemuch wrote:
Reduxist wrote:
Does making a moat of holy water sound like a viable solution?

It'll cost 25 gp of silver dust for every pint of holy water. I'm not sure how many pints to a moat, but you have to figure a lot. And if the town has that much wealth, I'm tempted to sack it myself...

Bad! Bad me! No sacking town!

Maybe just a little bit...

NO!

does blood money solve the money problem?


John Napier 698 wrote:
Don't forget the utility of the Flaming Sphere.

None of the PCs have access to 2nd level spells.


But, eventually, the sorcerer will. Especially if the GM awards XP after every fight.


Even if you had Flaming Sphere (if you had a Wizard, which you don't), at 3rd level you won't be able to do much for a mass combat fight, even if you somehow managed to get hold of a Rod of Extend Metamagic. It just doesn't last long enough.


Don't mind me. Just tossing out ideas in a brainstorming fashion.


UnArcaneElection wrote:

Even if you had Flaming Sphere (if you had a Wizard, which you don't), at 3rd level you won't be able to do much for a mass combat fight, even if you somehow managed to get hold of a Rod of Extend Metamagic. It just doesn't last long enough.

eh depents how dedicated on blasting they were at level 4 a blaster wizard or sorc could have it last 6-7 rounds and cast 3-4 times a day and make it have a dc of 18-20 pretty potent at level 4


Lady-J wrote:
UnArcaneElection wrote:

Even if you had Flaming Sphere (if you had a Wizard, which you don't), at 3rd level you won't be able to do much for a mass combat fight, even if you somehow managed to get hold of a Rod of Extend Metamagic. It just doesn't last long enough.

eh depents how dedicated on blasting they were at level 4 a blaster wizard or sorc could have it last 6-7 rounds and cast 3-4 times a day and make it have a dc of 18-20 pretty potent at level 4

But what is 3d6 (+6, maybe?), or 16.5 damage, to 7 creatures, for a total of 28 creatures a day (A good 462 damage a day), instead of, say, 1 damage, to a couple dozen creatures, that even a retrained 1st level NPC could do multiple times a day? Even with a conservative estimate - unintelligent undead enemies are spaced 30 ft. apart to protect from AOE blasts, and will not move into danger zones - one cast of Entangle can tag at least 7 enemies. Consider spells like Entangle, which has a minute/level duration, deals damage if there are thorns, has a 40-foot radius, makes terrain difficult terrain, debuffs attack, movement, AC, and Reflex on a failed save, and is available at 1st level to Shamans, Hunters, Druids, and specific Clerics. For Flaming Sphere to affect anywhere near as many creatures, you need a higher caster level, or have zombies running over and piling onto the sphere to take damage.


As difficult terrain is incredible for defensive purposes, especially against zombies that are constantly staggered, how do you all think the town could set effective difficult terrain outside the city walls and in kill zones?


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Entangle (the spell), caltrops, or just digging a bunch of random, shallow ditches are probably the easiest way to make difficult terrain. The last one has the plus of being free and can take advantage of all the unskilled labor a village provides.


Find a level 5 druid or level-appropriate ranger who can cast 2nd level spells and coerce them into casting spike growth in 20 foot squares (1 per caster level) in front of the main entrance to the town. Close off all other entrances. The low-level undead will walk themselves to death on the terrain. Good luck!


My Self wrote:
Lady-J wrote:
UnArcaneElection wrote:

Even if you had Flaming Sphere (if you had a Wizard, which you don't), at 3rd level you won't be able to do much for a mass combat fight, even if you somehow managed to get hold of a Rod of Extend Metamagic. It just doesn't last long enough.

eh depents how dedicated on blasting they were at level 4 a blaster wizard or sorc could have it last 6-7 rounds and cast 3-4 times a day and make it have a dc of 18-20 pretty potent at level 4
But what is 3d6 (+6, maybe?), or 16.5 damage, to 7 creatures, for a total of 28 creatures a day (A good 462 damage a day), instead of, say, 1 damage, to a couple dozen creatures, that even a retrained 1st level NPC could do multiple times a day? Even with a conservative estimate

still better than a damage per day of 0 or trying to use another blasting spell like scorching ray


Any update on this?


Let us know how it turns out.


No reply? My only guess is


There are 4 graves, and 3 live men. But there were 3 player characters to start. How does that go? Do all 3 players (and the GM) die? Or do all 3 PCs live? Or do we do it proportionately: Do 1.71428574 players die, while the remaining 1.28571426 live? Or maybe one dies, one lives, and the other needs to get resurrected, and takes 2 permanent negative levels? Or one dies, one rides off into the sunset, and the last one becomes a farmer?


3 people roll new characters, the other player says he doesn't like global necromancy effects or that he died to a 1/2 CR skeleton and leaves the game. BAD ENDING UNLOCKED.

Grand Lodge

I need to know how this turned out.


^From My Self's message, it sounds like we may have to wait until Google Translate adds a module for Necril . . . .

Scarab Sages

MrCharisma wrote:
HERE IS THE IMAGE OF THE TOWN AGAIN

Wow. I think that's the same map my old GM used for our hometown in our 2nd ed rolemaster group....

Though as aside, that is a huge town. Why are they relying on only 1st adventurers? I figure a town of that size could afford better? Built in better times, I suppose.


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Murdock Mudeater wrote:
MrCharisma wrote:
HERE IS THE IMAGE OF THE TOWN AGAIN

Wow. I think that's the same map my old GM used for our hometown in our 2nd ed rolemaster group....

Though as aside, that is a huge town. Why are they relying on only 1st adventurers? I figure a town of that size could afford better? Built in better times, I suppose.

they are 3rd level


I would hope my sound and timely advice was taken, and that these brave adventurers are now safely held within the rotten bosom of our Pallid Princess.

Or maybe within her rotting stomach...who is to say.

AH HAHAHAHAHAHAHA!


At work tonight, first session write-up in progress.


Metagame breakdown:

Party
Conwy Orcazy a.k.a. Whisper - male Aasimar Oracle 1/Paladin 2
Orianna - female Tiefling Rogue 3
Kara Westonhall - female "Dragonborn" Warpriest 3

Encounter
according to GM
(1) CR 3 Zombie Lord
(3) CR 3 Fast Zombies
(1) CR 3 Plague Zombie

Story:
Conwy and Kara were on a routine visit to the farmers that toil in the fields outside the walls, meeting up with Orianna to escort her back to Brindinford. The fieldworkers greeted us and invited us to pray at their shrine to Erastil, but having other stops to make we continued on our way after having politely declined their offers.

As the trio made traveled down the well-trodden road, Conwy atop one of his yaks and pulling a wagon of supplies behind him, Kara and Orianna spotted a horse on the crest of a nearby hill meandering towards them with a body slumped in the saddle. Orianna called Conwy's attention to it, prompting him to dismount the harnessed yak, mount the yak tethered behind him, and spur the beast towards the hillcrest. Orianna trailed behind him on foot with her bow drawn and arrow nocked.

Conwy drew his sword from its scabbard as he approached. The familiar feel and weight of the Orcazy family blade calmed his heart. He pulled up alongside what quickly become apparent as a badly wounded rider on a worn down horse. His clothing declared him as one of Brindinford's scouts. He strained to speak a few mumbled words, "Kill me now," before passing out. Conwy sheathed his weapon and laid a hand upon the scout, silently praying for his well-being. Soon, he awoke once again, just as Orianna arrived to see her fellow scout regain consciousness, despite his still grievous wounds.

A short interrogation revealed that he and other scouts had been ambushed by zombies and that he was the only survivor. Moreover, the man's description of the zombies' appearance and movements told Conwy that the zombies hadn't been spontaneously created. "Lumbering", "bloated" and "pustulent" corpses were the hallmarks of plague born zombies, an intentional creation by a skilled and knowledgeable necromancer capable of virulent spread. "Moved deftly" announced that plague born weren't a unique creation among the ambushers, but that a swifter and more agile variety existed among them as well.

This news was too important and had to be passed on immediately. In a strained and raspy voice, Conwy told Orianna, "Escort the man and the horse back to the wagon," before riding back as fast as he could to Kara and the wagon himself.

"Plague born," he said to Kara, his raspy voice cracking and forcing him to cough and clear his throat for a moment. "The scouts were attacked by plague born and they're likely on their way to Brindinford. Go alert a guard patrol and send word back to the city." As soon as Kara sprinted away, it dawned on Conwy...the scout must be infected...and Orianna is still with him!

He rode back to the pair as fast as the yak would carry him, "Orianna, get away from him! He's infected!" Conwy dismounted quickly, pulling rope and manacles from his saddle bag. Orianna nervously stepped back. Without saying a word, Conwy cuffed the scout's hands behind him, gagged him, and tied him to the saddle. Just as he finished, a town guard approached on horseback, "What are you doing to this man?!"

"He's infected. Plague born," Conwy replied.

"I know this man. He wouldn't want to be kept alive only to turn," the guard said. Orianna nodded in agreement.

Kara jogged up to the group. Conwy looked down with his chin in hand, pondering the situation. Life was too rare and precious in this world to be squandered. Perhaps the Pharasmins or priests of another faith could cleanse the filth from his body before undeath took root. However, if this man's will was to die rather than chance unlife, it was his right and that was something Conwy had no authority to deny.

He looked to Orianna and the guard, "Someone help me pull him down gently." Conwy removed the man's gag and bindings as the other two slid the unconscious man from the saddle and laid him out softly on the ground. Conwy looked to Kara, "Could you say a few words?"

Despite her large and imposing, draconic stature, standing at least a head taller than most men and as broad as any other blacksmith, the typically abrasive forgepriest held a talent for flowery speech. It was a talent that the scar across Conwy's throat had stifled long ago.

Bowing their heads, the group looked down on the departing soul before them as Kara spoke, leaning on her polearm. The man was a stranger to her, but her words proclaimed the bravery of the scout's calling, fulfilling his duty to defend people despite the risks, and his final choice to walk his own path away from undeath, evoking images of walking towards sun-kissed hills at dawn. Conwy drew his sword as he spun about, building momentum, and coming down hard to strike the scout's head cleanly from his body.

Not a moment had passed when Orianna and Kara looked up to see a small group, perhaps 4 or 5 people, walking towards the group from the hillcrest. Orianna re-nocked an arrow, turning her body as if to prepare for a shot.

Undead! One pointed in the group's direction and spoke in a loud, gutteral voice. "Abyssal!" Orianna cried, and several zombies broke into a charge, rushing down the hillside, leaving an obese, pox-covered brute to trudge along beside their leader. Conwy looked up, his senses becoming disjointed from his body as flashes of the moments to come flooded his mind. The leader, she was going to charge Orianna and claw her to shreds! Conwy took a staggered step to place himself in front of Orianna and worked to bring his thoughts and the rest of the world back into focus.

Suddenly, the zombie was on him, but not simply attacking with unbridled strength. The creature spoke arcane words, coalescing strange energy in its hand, and reaching out to grab Conwy with unknown magics. Conwy engaged the group's leader and kept Orianna behind him as she pierced the zombie's flesh again and again with each arrow she let fly. Meanwhile, Kara set her weapon against one creature's charge, piercing it clean through before crushing in the skull of another. After taking several blows, Conwy collapsed under the weight of his wounds, drawing Orianna and Kara's attention. Both moved to defend their fallen ally, using wand and faith to heal his wounds. A moment later and the battle was over, the undead having reached their final rest, the guard had been slain, and the infected scout had risen and been slain again.

A rumbling in the ground drew the group to the top of the hill. It was there that they saw something none had expected. A horde of undead creatures, big and small, swarmed across the fields. An enormous image of a death's head moth, the symbol of Urgathoa, the Pallid Princess, Lady Despair, floated above the mass of undeath making its way westward toward Brindinford. They had to be warned...

tl;dr:

A scout infected by a plague zombie told the group about an undead army, then passed out. The party killed him. A zombie lord and some accompanying zombies attacked the party. The party killed the zombies and zombie lord. Afterward, the party saw the undead army and retreated to Brindinford.


If the invaders have Shadows, there is nothing you can do. The Shadow Apocalypse has begun.


So... any chance the previous scouts were also infected? Because scouts turning into contagious zombies within the fortifications adds a whole new dimension to the issue.


Goblin_Priest wrote:
So... any chance the previous scouts were also infected? Because scouts turning into contagious zombies within the fortifications adds a whole new dimension to the issue.

If those showed any signs of zombie rot or other maladies, we've not heard of it. Since zombie rot takes a few days to incubate then even more days kill, I think it's safe to say they weren't infected. I also don't think they ever engaged the undead.


Here's a stupid idea: Find an alchemist with Implant Bomb and the acid bomb and explosive bomb discoveries, if possible. Have them put enough bombs to kill the undead in an animal you don't mind sacrificing, all set to trigger on death. Bait the horde, possibly taking out important targets, and not leaving enough of a corpse to autoreanimate.


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You need a training montage. By far the most time efficient way to get as much training in as possible. You should be able to have the entire town trained in 30 minutes if you do it right.


Well, disappointment...our second session was comprised of the army using a reverse gravity spell on a portion of the wall, destroying it, and some ghoul rogues rolling in in some magical bank of fog. We engaged them, defeated them, and some druids stone shaped the hole in the walls shut. The following day, we were summoned to Baron Keep due to personal connections and positions within the city and sent on a quest outside of the city. Our job, head north to find the dwarves in the mountains and/or head to werewolf-ruled lands to find allies there. So, we don't really have anything to do with the siege. :-(


Aw rip. But at least you had fun with the ghoul rogues. And presumably because there was a reverse gravity in play, that hints at a big siege once you've leveled up a bit!


Welp, you're getting level 7 spells thrown at you and class level undeads. This sounds like a pretty hectic level 3 campaign. Sounds like you've got some yucky lich hanging around commanding the armies, the fact that you weren't all cloud killed is pretty mysterious but maybe he's a new lich.


Probably just means they're more useful or better off alive.

FOR NOW

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