Cavern Entrance Defences
C1 - Crossbow equiped Boggards standing guard. Milk poison from C11.
C2 - Hide Acid pit, use chest as bait. Hide North Entrance C3 - Pair of crocodiles C4 - Boggard Camoflage with Acid Trap C5 - One Eye - (fenced off area includes Horn entrances) C6 - One Eye C7 - One Eye C8 - Summon the Mudmen, fix the chest, place note saying, "Sorry, we owe you one treasure. Please accept these mudmen instead." C9 - Hide all the Entyrances c10 - Several Gong trip wires, Hide entrance C11 - C12 - Poison the pretty plants C14 - Bear C15 - Tripwire Wand C17 - Hide Entrway |
Horn Internal Defences
1-1 -Caltrops
1-2 - Mercs 1-3 Mercs 1-4 - Dead people (zombie fuel) 1-9, 1-10 - Poisoned Chalices (Guards know better) 1-18 - Potions of Inflict Serious Wounds marked as Cure Serious Wounds 1-27 - Silk wire bells 1-28 - Squad of guards 2-12 - Assassin Vines 2-20 - Silk Wire Bell traps. guards stationed outside to signal alarm. 2-21 Assassin Vines x 3Second Floor Hallways - Kuro's Hounds Secret door at T-Junction Leading to 2-16 3-1 - Camouflaged Pit Trap, Silk wire Bell/Poisoned Crossbow traps. 3-3 - Restore Secret Door, Guardroom. 3-4 - Crossbow Trap 3-13 - Daemons Secret door between 3-12 and 3-3 |
S-1 - Atrephius the Golem, pots of oil, water, etc.
S-2 - Knot's Camp
Stairwells - pots of oil and naptha, flaming arrows, pairs of guards.
S-2 - Knot's Camp
Stairwells - pots of oil and naptha, flaming arrows, pairs of guards.
Mercenary Tactics
Guards at each intersection. At spotting an intruder they run and sound the alarm. All guards on those floors gather at 1-16, 2-16 or 3-5 and face any opposition in numbers. Once all guards are gathered they will head to the teleport chair and send a runner to gather reinforcements, and then launch hit and run strikes in strength, using traps and spells to slow enemy down and allow them to withdraw. Use Tower Shield equipped guards (stored at meeting points) as mobile cover while firing arrows, crossbows and guns (if they have them).
Guards at each intersection. At spotting an intruder they run and sound the alarm. All guards on those floors gather at 1-16, 2-16 or 3-5 and face any opposition in numbers. Once all guards are gathered they will head to the teleport chair and send a runner to gather reinforcements, and then launch hit and run strikes in strength, using traps and spells to slow enemy down and allow them to withdraw. Use Tower Shield equipped guards (stored at meeting points) as mobile cover while firing arrows, crossbows and guns (if they have them).
Horn Finances
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Total
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4500gp for three CR 15
80gp for total duration, 4000gp for 50.
-
-
-
300 total
160gp for duration, 10
Beds, chest, tables, etc.
500gp for everyone.
All parts bar brain, lens, lightning blood, acid. + BRAIN
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Three equals 1125gp
1900gp
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Current Total = 24,480 gp