We're coming in from the south, the fortress side, which has the messenger raven towers and the troops and the Captains and the archers and all that fun. It's built to protect against anything the North can throw at it, but what works in our advantage is that it's built to withstand attacks from that specific direction. From 'our' side of the ravine, it's a fairly normal Keep.
From the North, taking the Keep wouldn't be impossible, but they'd take massive losses. There's a wall that's kept magically slick, a portcullis with more magical enchantments than the Royal Throne Room and several machines at the top designed to lob boulders hundreds of feet onto attacking armies.
Beyond that there's a bridge where you can only walk a few people abreast, with murderholes on both sides, and another thick gate at the end designed to hold invaders long enough so that the gate will eventually be unreachable because of the dead bodies stacked up in front of it. And of course archers everywhere.
The raven messenger towers (that transport messages of an attack to the hinterlands so they can have an army up should Balentyne fall), the Captains commanding the troops, the armory and such are all on our side of the ravine, and we're essentially tasked with taking out the commanders and keeping the doors open so the Northern Army can run in without delay. Key points are the ravens (so that the Northern Army has more time to push south before meeting resistance), the Commanders keeping morale high and of course opening both gates and clearing the murderholes on the bridge and the siege crews on the wall on the other side of enemies so they take little to no losses in their initial advance.
We can signal for the attack to begin, so we won't have to fight every single person ourselves, but those goals will need to be achieved so they can actually help us when it's time to fight everyone else in the fortress.
That's my understanding of it.
This is my Burrow:
quote:
Earth: Burrow: You can tunnel through sand, loose soil, or gravel, at a burrow speed equal to half your land speed (minimum 10 feet) or at a burrow speed equal to a quarter of your land speed through stone (minimum 5 feet). While burrowing with this talent you cannot charge or run. This ability does not grant you the ability to breathe underground, so when passing through loose material, you must hold your breath and take only short trips or else you may suffocate.
With movement bonuses applied that comes down to 20 ft/round through solid rock, so 40 ft/round when double moving, and since i have high CON i can hold my breath long enough to essentially swim a lap around Balentyne without suffocating. I'd move the 20 ft. when 'grappling' someone to take them along with me, but they would need to hold their breath as well. Still, i should be able to go back and forth from the Balentyne basement to the tunnel, but i'd need to know what a safe place to emerge in is, as opposed to a mess hall filled with guards watching me phase out of a wall. ;)
This message was last edited by the player at 21:29, Fri 24 June 2022.