Siege of Alfort (Morgansfort): Tower Defense Style – Prep Work Part 1, Statting Defenses

(Download Morgansfort to follow along.)

First of all, I need to figure out roughly what Alfort’s (Morgansfort’s) defenses are and translate that into numbers that can be used in a Tower Defense style scenario.

So, what I’ve done is figured out the total Hit Dice of the fort’s defenses. All told, there are 129 Hit Dice worth of garrison, 134 if we include the Baron/Castellan/Lord. This doesn’t mean there are 134 defenders (it’s actually closer to just over 100) who are in the garrison nor does it mean that there aren’t various level 1 and level 0 persons in the town who might be caught up in the fighting; this is just the number we’re going to use to determine the Keep’s “HP”, for lack of a better term.

One interesting difference between Morgansfort and the Keep on the Borderlands is that most of the guard are not specified to be carrying ranged weapons, though the notes indicate the presence of such weapons in 1, 2, 16, 17, and 22 (all various towers). Though there are none mentioned present in 19, the central tower, one should assume that anyone heading there will have passed someplace that they can grab a bow or something.

Rather than have a fixed HP for the Alfort/Morgansfort, various key points in the fort will have strength represented by the number of HD of garrison present; the fort will fall to the attacker in successive waves as the defenders lose ground. Each HD of monster (regardless of the damage they will have taken) will remove 1 point from a location’s defense.

Now, how to figure out where the defenders are? Well, the notes for Morgansfort explain that the main garrison force is comprised of 8 squads of 11 of the 88 footmen (these do not include the “Knights”, and all told account for 93 of the defense’s 134 hit dice). Now, the Knights will be around doing their own thing with other defenders OR it will be assumed that they’re among the defenders adding to the numbers of whatever location they are represented by; since none of these individuals have been characters in my campaign, it will be unnecessary to adjudicate their deaths, but if you’ve been running Morgansfort by the book, you might consider being more particular about who is where.

Since Morgansfort can really only be attacked from the south and the west, We can assume that 22 (North central tower), 17 (Northeast tower) and 16 (East central tower) will be relatively undefended unless the situation changes. Men in towers will get ranged attacks at attackers but not count towards the “HP” of a zone unless they get down.

So, let’s talk defense zones:

1-main gate
1a- behind main gate
2a- below tower 2
3a- in front of the stables
6-the Square is big enough I think it worth breaking down
6a- in front of the bank
6b- in front of the chapel
6c- in front of the inns
6d- in front of the warehouse
15a- the plaza south of the chapel
19a- the avenue between the central wall and south wall
20- the Green
25- the keep

That’s a lot of areas, but there are a lot of HD to be spread across it. Truth be told about 6, however, the spot in front of the bank, trader and herbalist’s is pretty do or die, so anyone defending the square would make this spot a priority; I’ll assume that if this area falls, there’s nothing but archers in the 16(East Tower) to keep baddies out of those buildings. 6 can be condensed, therefore, to some key strongpoints set up by the bank and in front of the street the Chapel is on.

So that leaves us with (no longer using the module key)
1 Main Gate
2 Behind the main Gate
3 Below tower 2
4 In front of the stables
5 In Front of the bank
6 In front of the Chapel
7 Beyond the Chapel
8 Between the Walls
9 The Green
10 The Keep

That’s still going to be a lot to defend. Let’s see if we can plug some numbers in.

“Zones”
1 Main Gate – 8
2 Behind Main Gate – 10
3 Below Tower 2 – 8
4 In Front of the Stables – 15
5 In Front of the Bank – 20
6 In front of the Chapel – 8
7 Beyond the Chapel – 10
8 Between the walls – 8
9 The Green – 10
10 The Keep – * We’ll come back to this.

That’s 97 HD worth of defenders. Part of this number assumes that defenders from the northern towers have descended the walls to join the fighting.

“Towers” (These WILL use the module key)
1 Main Gate – 4
Between 18 and 1 – 2
Between 1 and 2 – 2
2 – 4
16 – 4
18 – 4
Wall between 22 & 19 – 4
19 – 4

So, there’s 28 HD worth of firepower coming from the various towers. We’ll say that the remaining 9 HD consists of the Castellan and 4 personal guards remaining with everyone in the Keep, perhaps ushering them out of tunnels somewhere to safety.

Up next, I’ll write up a short script of how the scenario will play out, after which point I’ll try to figure out how many undead and in how many waves should they come.

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2 responses to “Siege of Alfort (Morgansfort): Tower Defense Style – Prep Work Part 1, Statting Defenses

    • We occasionally use minis when in the dungeon and fighting against humanoid opponents. This will be one of the most extensive uses of them we’ll have done, though.

      Hopefully, this will end up being just as epic. I’m willing to bet that none of my players have (with the exception of the guy who’s been playing since 77) have run a siege before.

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