Re: Re: Tunnels

From: Joerg Baumgartner <joe_at_...>
Date: Sun, 15 Mar 2009 18:38:35 +0100 (CET)


Stuart Cogger
> And if there are going to be a network of tunnels under Whitewall then it
> stands to reason that Lunar military engineers are going to realise that
> Whitewall sits atop karst and know that caves and tunnels are a
> probability.

Not only karst - Whitewall sits atop Krarsht, too.

The actual hill of Whitewall is some deeper rock piercing the karst, though, at least in my geology of the region. Lodril's work (for those who don't like the name of Veskarthan for Caldril).

> This will add a whole new element to the siege as Lunars
> attempt to locate/blockade/penetrate such tunnels.

Tunnels leading up to the plateau, but on the plateau I see different rock making things harder for Lunar engineers even when harnessing krarshtkids to eat through the rock.

> I would guess that by the time the Bat attacks they have got the tunnels
> sewn up. They are clearly not a means of escape by the end and I would
> hate to have players thinking, "not to worry, we can always bolt down the
> tunnels if it gets too bad"...

Years ago, Stephen Martin and I thought up the Whitewall thief gang patron as the Safecracker - a hero with special magics to overcome Argan Argari anti-thief magics. When we got the list of Lanbril cults published (I think in Tradetalk), we stated that the Safecrackers had been subverted by Krarshti.

Now Jeff Richard says that Whitewall won't have a Lanbrili gang. Any chieftain would say so... make them a warband without much clan affiliation, and they work in a clan-based society just as well as a cattle-raiding cult band of Finovan. They are anti-Kitori, so they are potential allies of the Whitewall kings, as long as they conceal their anti-social components.

> In any siege we have to have the moment to choose whether to stay and
> fight or leave, and the moment when you have to come to terms with the
> fact that leaving is no longer an option and that death is all but a
> certainty...

Why not have some defenders who have been cut off in some action be rescued by Safecrackers, traveling through Krarshtkid-dug tunnels, encountering Lunar engineers harnessing Krarshtkids against the fortress. All the dungeon warfare action a D&D-starved simulationist player may desire... (not that I expect any such in this august company... ;)

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