| Tiny Coffee Golem |
| 1 person marked this as a favorite. |
Spawned by the Medieval warfare thread I had an idea.
If you were the King how would you protect your main city? Keeping in mind the dangers of Fantasy warefare vs Real Medieval tactics.
Here are the rules:
1) As "realistic" as possible. Patrolling Solars would be great, but let's fact it that would be expensive at best. Assuming you could even talk them into something so mundane. Basically Just try to keep logistics in mind. People have to actually use the city and it does not exist in a vacuum, so to speak.
2) Cos VS benefit: You could surround the entire place in permanent walls of force, but that's a bit much. LIke killing a fly with a shotgun. Lots of walls of Iron/stone is cheaper and almost as effective. Making them in mundane fashion is all the easier.
3) Game physics/mechanics is more important than "real" Physics.
A good example from the other thread:
A massive lattice metal structure that covers the city and/or important structures. Deflects incoming siege amunition and deters flying creatures. Alows in sunlighe/wind/rain, but blocks larger things. Obviously this would not exist in real life due to physics issues, but it is appopriate for fantassy settings.
Possible upgrades include:
permanent Animating it either eitirely or in sections (which can seperate from the whole)
permanent invisibility
ok, now that you get the gist whatcha got?
CalebTGordan
RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32
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I have thought about this a great deal, and I have some notes somewhere on those thougts.
I can't really post in great detail now, but I will later.
For right now, there are some things to consider:
- Flying opponents would be a real possibility, and unless your city has an established flying calvary (Like Korvosa's Sable Company) you will need some means to combat arial opponents.
- While magic is common, high level magic is not. Unless your kingdom/City is very wealthy, do not expect to find and hire many magic users (arcane and divine) above level 7. Past level 12 would be near impossible.
- Your best defense will be advance warning. Use of resources that can warn you of approaching attacks should be a priority.
- Your defensive troops need to be trained and equiped to deal with many different opponents. Fear effects, blasting spells, undead, large or larger enemies, and so on.
- Your city design is just as importent as your wall design. If you have control over the street layout and what goes where in your city you can build excellent layers of defense that would help limit damage, provide multiple areas to pull defenses back to, and can also give your troops places to enclose and trap attackers.
- The wall design and material need not be something overly special so long as it is built well, built thick, and built high. Lower level spells like Obscuring Mist and Darkness can provide your walls a good defense against spell casters, who will need to be able to see the walls to cast most spells at them.
- Consider perimiter defenses for your walls. Motes, foot spikes, pit traps, and terribly rough terrain are cheap ways to deal with an attacking army. Want to keep seige engines away? Make it impossible for them be set up close enough by removing any even surface around your walls within a certain distance.
- Use of lower level and highly controlable monsters can provide some flavorable, if not effective, defenses. Gelationous Cubes and other oozes are excellent things to keep in a deep, dry mote. Ogtygues (yeah, spelled wrong...) in your sewers can be let loose outside of your walls through special hidden gates you have control of. If you don't mind the moral issue, animating the dead enemy to fight for you is also a possible tactic.
nosig
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a couple ideas to add to your list.
wands of lower level spells, and low level casters on the city milita (Summon Swarm against enemy flyers to get you a swarm of bats - duration would be concentration +3 rounds right?) Summon them high so they attack the flyers, stop concentration when they drift off target and summon another swarm. Or hand the wand to a different caster while you concentrate on the first swarm.
Catapults loaded with nets (weighted and hocked), pre-positioned to fire OVER the city. These could even be fired at night.
Milita with good bows - 200 guys firing at something 500 feet away still get 10 hits against ANYTHING. 10d8 is going to get anythings attention. and remember the range is 20 range increments.
Arrow engines that fire LOTS of individual arrows. Like old style organ-guns.
Smoke pots to give your defenders (and defenses) concealment. Smoke screens.
Require all clerics & druids in town to prepare Create Water - as a form of Fire-brigade. You could even pay them a small amount (1 gp a week?) or give them a tax exemption or something.
InVinoVeritas
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I always liked the spell Guards and Wards.
Similarly, hidden mechanical traps throughout the castle that are kept inoperable most of the time, until someone decides to set them through an elaborate mechanism/ritual actually would make sense to keeping away intruders.
The whole trick, though, is information and secrecy. We might not know when something teleports into the middle of the castle, but if that teleporter doesn't know precisely what to expect on arrival, then the advantage is maintained.
Thus, diviners and spy networks are very valuable. In addition, diplomacy is key. Make sure that individuals realize how unprofitable invasion is, and they won't invade. It may be because you hide your power, you honestly have no power, or the power is in a form that cannot be taken without greater expenditure, and you'll be fine.
| TarkXT |
My "fortress" is a necromantically animated collosal creature or three that keeps my fortress of onyx tied to its back as it crawls around endlessly to my dark will.
Alternatively it is a mythical creature of legend so massive as it might be mistaken for a mountain range enslave to my unstoppable will.
Woe to the heroes who oppose me.
| Tiny Coffee Golem |
My "fortress" is a necromantically animated collosal creature or three that keeps my fortress of onyx tied to its back as it crawls around endlessly to my dark will.
Alternatively it is a mythical creature of legend so massive as it might be mistaken for a mountain range enslave to my unstoppable will.
Woe to the heroes who oppose me.
Demi-gods not withstanding.
Crimson Jester
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By making your city, and its open viability to important to attack or to allow to be taken by someone else. Massive trade and diplomatic treaties, as well as alliances with EVERYONE.
That way I can leave the doors open at night and never fear the invader or thief because the other invaders or thieves will kill him for me.
| Kevin Andrew Murphy Contributor |
Tanglefoot bags set to launch from catapults or just really large sling-shots. Takes out most of the flying creatures that might attack.
Having an aerial cavalry is also a smart idea.
Putting pikes on the battlements to discourage creatures from landing anywhere but approved landing pads would also be a good idea.
Firebreaks between buildings would also be wise. Last thing you need is a single fire spell torching the whole city.
CalebTGordan
RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32
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Okay, here is my massive post. Beware, you need time to read this.
I am assuming I have control over location, and that my resources are expansive. I also write this as if my kingdom is really well known and famous.
I will be assuming that attacking army is a powerful and large one. I will assume they are well funded and have multiple size categories, monstrous units, and magic using units. I will also assume that the army has movement types of all kinds covered (Flying, climbing, burrowing and swimming.) Lastly, the army will have a wide range of CRs, topping off at about CR 15, but I will also assume that the majority of the creatures in the army will only have a CR of 1 or 2.
I want to prepare my city for attack against anything from barbarian hordes to ancient dragons. However, I realize that some situations would be rare, like an army completely made up of undead, but I will try to cover as much as I can without getting crazy.
The Center of the City
By the center, I really mean the place in the city where I, the king, my family, and everyone really important to the city are going to be when the city is attacked. I like castles, and would personally use one. I could write a book on castles in fantasy and how they would be built, but lets just cover some basics.
My favorite fortress is the Tower of London, and I would study much of its layout and design when creating my own. One of the wonderful things about the design is that any army trying to force its way through has to move through several choke points, cross multiple draw bridges, and deal with many gates before they are even enter the center of the fortress. My own castle will have similar designs, so the bulk of the attacking army (those who have only the normal movement type) would have a hard time breaking through.
But what about Burrowing, Climbing or Flying? The castle would be built on a very large solid rock base, so burrowing in would be impossible. Thick iron bars would be drilled into the stone in different areas of the bedrock, creating a difficult barrier for anyone who can move through the rock. Some of the Iron bars could be made into magic alarm sensors, which wouldn't be all that expensive to do for the castle.
The castle could utilize a single use magic item customized to grease the walls. Single use makes such an item less expensive, and there would have to be multiples of this item to cover the entire fortress. This spell could very easily defeat climbers.
As for fliers, very expensive ballistas will take on anything the flying city units can't stop. Also, the best defenders will be at the castle, and they would be trained and supplied with really nice bows.
On top of that, I should have at least one higher level spell caster in my court that also lives in the city. They would called to defend the castle as soon as there was trouble, and while under siege they would be expected to stay in the castle and deal with any imminent threat. The highest level good divine caster would also be stationed in the castle to provide aid and support.
City Layout
If possible I would have the castle in the center on high ground and build the city out in layers from there. There would be at least one inner wall, two or three if the city has grown large enough. Smaller walls could connect the different ring of walls together. This would allow the sections of the city to be closed up if attackers broke through. It would also allow protected retreat to the inner walls if the outer ones were breached or compromised.
River
Because water is really important to big cities, I expect that I would have to have my main city on or next to a big river. I don't even want to try and tackle a coastal city right now. For the economy, a river running through the city would be best, but I would build the city so the river is near the edge and the harbor was within the walls. Large, heavy chain nets could be easily raised to prevent swimmers and small boats from using the river. If the river was large enough to allow river trade, small forts could be placed a ways up and down river. Special magic items could be built to allow movement of stones large and heavy enough to block any enemy ships. The item would be a one use item, so someone overtaking the forts after the stones are in place wouldn't be able to use the item again and would have to use their own resources to move the stones. The item would also alert me and my generals of its use.
Having a river partly within the walls provides water to the city during a siege, as well as water to any moates should they need to be filled.
Sewers
Sewers are really important in big fantasy cities. If I need them, they would be engineered to match the walled sections of city they are under. Each section would have heavy portcullises that could be closed from the city walls, and have only as many entrances and exits to that section as gates to the section of city they are under. They would also be really deep, no closer to the surface as 60 feet. I would allow and encourage dangerous creatures to dwell in them, like otyughs and oozes. The creatures wouldn't be too intelligent, and if they are (like wererats,) I would be sure to work out secret deals with them so that they would be more then willing to defend the city instead of turning against it. Any entrances to the sewers from the outside would be heavily fortified with multiple very sturdy and heavy grates, alarm systems, and dangerous traps. Entrances that an invading army could use to the sewers from inside the city would be few, heavily guarded, warded, and even trapped. Maintenance would be a big deal, seeing as monsters are involved, so I would have to hire specialists (maybe that is where those wererats come in!)
I mentioned both inner and outer walls. The material for both would be the same, and the basic gate system would also be universal. Sizes and the type of battlements would vary.
Materials
Basic hard stone would be the basic material of the walls. The walls on the outside would the thickest and highest, with the walls that connect the outer and inner walls being the smallest and thinnest. Gates houses all use portcullis and heavy duty gate doors. All walls have crenellations.
Outer Wall
The tallest and thickest of the walls, it would have towers a regular intervals and a deep and thick moat along the outside. The walls would be built on a solid and deep foundation of bedrock. If bedrock isn't possible, using magic to dig deep and place solid stone for a foundation wouldn't be out of the question.
Remember that burrowing foes need to be at least detected, so under the foundation, if possible, very tall stone pillars could be placed at regular intervals to discourage burrowing and sappers. These pillars could be made into magic items that detect and alert the defenders of burrowing foes.
The tops of walls would be covered, but designed to allow defenders great visibility. The cover would mostly discourage flying attacks, but also keep wall top defenders protected from missile attacks. The tops would be about 15ft. wide, wide enough to allow both defending and quick movement of troops and supplies. If the top of a wall section is breached, the towers will have the ability to close up and keep the breach somewhat contained.
The towers would be high enough to provide protection from most missile attacks. Each tower would have four ballistas on the top to combat flying creatures, and the floors below are kept well stocked. Ballistas would also be in lower floors, but they would be running anti-siege engine operations. Runners would be used to make sure the supplies are kept fresh and to relay messages.
To combat magic, a special magic item can be made to help combat its use against the walls and towers. Stones would be enchanted to act like Rings of Counterspells. Each stone would be able to handle a section of wall or a single tower. They would also have the ability to handle multiple spells, probably not more then three due to the costs of creating these stones. I honestly haven't given much thought to which three spells. However, these stones would be the most cost effective way to preventing spells being used against the walls. These stones can also be removed and replaced, so if one gets burned out another could be put into place quickly.
Lots of the other features would be pretty standard for a fortification.
Inner walls
These are pretty mundane, and only meant to slow down attackers. However, they are connected to the other walls. The lower walls that run between the inner and outer walls would run from tower to tower, and thus supplies could run from one wall to another. So what ever resources the outer wall has, the inner wall could have them too.
Outside of the wall is just as important as the wall itself. If you don't consider the area just outside of the wall you are overlooking a very important resource. Outside of the wall can have defenses that can completely discourage almost any army from laying siege.
Moat
Moats are simple and not only not only prevent attackers from placing siege towers next to your walls, but also give your walls an additional effective height. Moats could also be filled with water from the river, and flood gates could keep the water back until your enemies are piled in thick trying to climb up the walls. Spikes are also an attractive option.
Field Beyond
Keeping the field beyond clear and full of surprises would help keep the attacking army from being effective. They would have to spend a good deal of time to clear the field, giving me more time to prepare.
I might not be able to keep siege engines completely away, but I could make it difficult to use them effectively. Having everything within 500 yards cleared and in my control, I would have the entire area laced with traps. The most extensive and probably expensive would be tunnels that I could have collapsed in the field. This would make setting up siege engines close to the walls a pain. The reason is simple, if the tunnels were effective in doing their job the siege engines wouldn't have even enough ground to be used effectively. Some might even be buried in the collapse.
Other ideas would be to set up spiked pit traps closer to the walls. These could be dangerous to locals, so they would have to be close to the walls, would need the weight of five men, and there would an area close to the wall that would be illegal to for my subjects to be in.
Clearly I can't have an army full of people who have 12 class levels in PC classes. But I can encourage training so that the bulk of the defenders of my city are higher then level 1.
A flying cavalry is also something I would have, much like the Sable Company of Korvosa. I probably would do something different, like large eagles or griffons. The cavalry would be well funded and highly trained to tackle almost any flying foe.
Training would happen regularly. Drills would keep people fresh. Those manning the ballistas would be given a great deal of opportunity to do target practice. Moving targets could be provided by towing targets behind the flying cavalry.
While I doubt magical arms and armor would be affordable for everyone, they would be used. The flying cavalry would be funded well enough to have at least +1 arms and armor. Also, in any of the regiments and companies, the higher the rank the better the gear.
Not everyone would be humans, or even a standard race. By using a good deal of diplomacy and making deals, I would gather alliances with a large variety of races and creatures. I would love to have either wererats of kobold managing the sewers. Giant bee riding halflings could be a cool to have (separate from the regular flying cavalry.) Finding a good aligned dragon to come and move into the local area is top of the list, even if it would be expensive or dangerous.
Encouragement and funding of arcane magical academies is also something that would provide defenses. Funding of the school could be dependent on the school providing services and help in keeping the city safe.
Also, encouragement, land, and some funding to churches will provide plenty of divine casters. Divine casters who could be called upon to help defend and provide goods and services to the defense of the city.
I brought up a few magical items but there are some more that can be used against my enemies to keep the city safe. The list is really extensive, so I will only post a few of the items that don't exist in a book yet, or which have some unconventional uses.
The ballistas have been brought up a few times, and you could easily have the bolts they fire be enchanted in any way you wanted. Seeking bolts that help deal with agile flyers, exploding acid bolts to deal with siege engines, fireball bolts to deal with groups of enemies, and bolts that could disintegrate what ever it hits (another anti siege engine item,) are all possible and could be stockpiled over time as funds allow. The possibilities are endless.
Alchemical items are awesome and cheaper then magical items. Alchemists fire will be a staple of wall defense, but there has to be something like mustard gas that could be used in the moats, pit traps, and collapsed tunnels. Plenty of other substances could be utilized, like tangle foot bags. In fact, tangle foot bolts could be made for flying creatures. Barrels of substances could be launched from catapults within the city walls or dropped from the air.
I spent half a day typing this... so it is really long. I also didn't really finish the resources section.
| Zmar |
Build on other coterminous planes as well. One can not shadow walk or incorporeal walk into something that is also standing on the other planes. Magically reinforced walls could be just that (but it's DM fiat).
Reverse gravity could be a fun way to throw bombs back at the attackers, solid fog could be an interesting protection measure for walls.
| Ravingdork |
| 1 person marked this as a favorite. |
I would hire an artificer with craft construct to build this for me.
| Tiny Coffee Golem |
| 1 person marked this as a favorite. |
I would hire an artificer with craft construct to build this for me.
Cool idea (kinda cheap to boot). Although it's benefit to a kingdom's defense woudl be if this thing was armed to the seams with balista or what not.
TClifford
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I think that trying to defend the city itself will be pretty mundane. They have their normal troops, you have your normal troops. They have their spell casters, you have your spell casters. They have their summoned/trained creatures, you have...well you get the idea.
You are never going to be able to account for the high level attackers or high DC creatures, but hopefully they are concentrated on getting to the goods and that is where the real defense is going to happen. Either in the castle or dungeon under the city where the real valuables are. Those are going to be defended by high level magic and guards.
CalebTGordan
RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32
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I think that trying to defend the city itself will be pretty mundane. They have their normal troops, you have your normal troops. They have their spell casters, you have your spell casters. They have their summoned/trained creatures, you have...well you get the idea.
You are never going to be able to account for the high level attackers or high DC creatures, but hopefully they are concentrated on getting to the goods and that is where the real defense is going to happen. Either in the castle or dungeon under the city where the real valuables are. Those are going to be defended by high level magic and guards.
Most defenses against a high CR attack are going to be discouragement tactics and misinformation.
That ancient red dragon people have seen flying around? The knowledge that he would have to deal with magical ballistas, a large flying cavalry, archers on every tower and wall, spell casters of every type and nearly every level, and every pesky adventurer in town looking to make a name for themselves makes him think twice about attacking.
Some fortresses in ancient times were never even assaulted because the attacking force knew (or thought they knew) what they were going to deal with. Why not take that a step further and hire bards and rogues to spread misinformation about your defenses. Have so many lies about what you can deal with that almost anything wouldn't want to risk it. This could also be done to lead any attacking forces into traps.
"I know a way into the sewer that your could send a small force of your best men through!" The next thing this small force knows, they are trapped and having to deal with monsters at every turn. And it turns out there isn't an exit either.
Thomas LeBlanc
RPG Superstar 2012 Top 32
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"I know a way into the sewer that your could send a small force of your best men through!" The next thing this small force knows, they are trapped and having to deal with monsters at every turn. And it turns out there isn't an exit either.
An Alarm(mental) spell at the opening to let caster on watch know when the sewer has been entered. He then calls for the bucket brigade to gather at the cistern of filth, which has been collecting waste. Bucket brigade then pours buckets onto the heads of the group below using small 3"x3" chutes with capped covers and a 45 degree bends to prevent line of sight out.
CalebTGordan
RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32
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CalebTGordan wrote:"I know a way into the sewer that your could send a small force of your best men through!" The next thing this small force knows, they are trapped and having to deal with monsters at every turn. And it turns out there isn't an exit either.An Alarm(mental) spell at the opening to let caster on watch know when the sewer has been entered. He then calls for the bucket brigade to gather at the cistern of filth, which has been collecting waste. Bucket brigade then pours buckets onto the heads of the group below using small 3"x3" chutes with capped covers and a 45 degree bends to prevent line of sight out.
Why use a bucket brigade? Why cant a pull of a lever cause the trapped area be flooded with sewer filth? The bucket brigade could be better used to put out fires in the city.
Thomas LeBlanc
RPG Superstar 2012 Top 32
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Thomas LeBlanc wrote:CalebTGordan wrote:"I know a way into the sewer that your could send a small force of your best men through!" The next thing this small force knows, they are trapped and having to deal with monsters at every turn. And it turns out there isn't an exit either.An Alarm(mental) spell at the opening to let caster on watch know when the sewer has been entered. He then calls for the bucket brigade to gather at the cistern of filth, which has been collecting waste. Bucket brigade then pours buckets onto the heads of the group below using small 3"x3" chutes with capped covers and a 45 degree bends to prevent line of sight out.Why use a bucket brigade? Why cant a pull of a lever cause the trapped area be flooded with sewer filth? The bucket brigade could be better used to put out fires in the city.
To empower the populace. I would feel better if I got to personally drop my 'dumplings' on people trying to invade my city. Call it pride in helping.
| Blueluck |
I'd train 1st level Witches. (Higher is OK, but they really only need to be 1st level.)
| Ravingdork |
I'd train 1st level Witches. (Higher is OK, but they really only need to be 1st level.)
** spoiler omitted **The ability to heal every single wounded soldier in your army, plus all of the wounded civilians, once each per day - amazing.
I am the Ravingdork, and I support this message.
| Malignor |
Gratuitous use of every spell or ability which has "instantaneous" effects.
I'm thinking Wall of Stone, Stone Shape, Rock to Mud, Mud to Rock, and Shadow Conjured Wall of Stone to rapidly build all manner of fortifications - walls, reinforcements, traps, ceilings, domes, murder holes, archer slots, raised platforms etc. Use Illusory Walls to conceal the openings or create false barriers to defend from.
The only buildings which should have an open courtyard are ones that function as airports, have overwhelming anti-air firepower, or are set up to function as a deathtrap to landing parties.
Animated Dead, stored safely, to be unleashed as shock trooper defenders (animals or those who signed their "corpse donor card" with the insurance company). Maybe find a way to launch "pods" of them via catapult.
Use Planar Binding or powerful Enchantment spells to get ahold of tough creatures, have them procreate, and integrate them into your city defenses. Raising, for example, a few celestial metallic dragon hatchlings, to become valuable members of the city, would bolster your strength (and also likely do plenty for morale).
| spalding |
Gratuitous use of every spell or ability which has "instantaneous" effects.
I'm thinking Wall of Stone, Stone Shape, Rock to Mud, Mud to Rock, and Shadow Conjured Wall of Stone to rapidly build all manner of fortifications - walls, reinforcements, traps, ceilings, domes, murder holes, archer slots, raised platforms etc. Use Illusory Walls to conceal the openings or create false barriers to defend from.
The problem is so many of these don't create a large enough area to actually be used in the shaping of fortifications rapidly, and are of high enough level to limit the amount of them you'll have available.
In fact most times you would get the same end effect simply building them.
For me lead lining for all important buildings will be a must, as well as limited access to such buildings. Gold thread tapestries and curtains can work too.
| Brambleman |
I personally like this Acid Splash Trap
It is relatively cheap, and reusable. These, embedded in the battlements, would be a decent use of low level magic to boost defenses. The spell choice is good too, touch attack with SR:no. This would be a great boon to common soldiers fighting monsters that think SR and Natural armor are the best thing since hit points.