Is this one room, or are there multiple of these? Though I'm guessing that the door they came through isn't as solid as the rest of the surfaces.
*They disable these traps as they pass through, and use oil to burn out the critters.* *They proceed to their inspections. They look very carefully at the corners where the walls/floor/ceiling meet, and also search for even the slightest imperfection all over the room. All troops are on high alert.* What sort of walls are these? Bricks? Smooth carved stone? Metal panels?
*Grumbles.* Fine.
A large number of these. And yes, the door they came through isn't solid.
A small number would still be smashed though, from these critters and traps. not many, but every smash counts. *They find cracks vaguely resembling a passage, but cannot move them inward.* Mostly carved stone, although it certainely isn't smooth.
Yay! You've given up in one place!
Okay. And every possible path has led to one of these rooms?
*They start punch/chiseling small holes in these presumed doorways. After a sufficiently deep hole has been drilled, if they don't punch through to the other side, the use a special tool (think reverse pliers) to grab said hole and pull outwards on the door.*
A large number of these. And yes, the door they came through isn't solid.
A small number would still be smashed though, from these critters and traps. not many, but every smash counts. *They find cracks vaguely resembling a passage, but cannot move them inward.* Mostly carved stone, although it certainely isn't smooth.
Yay! You've given up in one place!
Okay. And every possible path has led to one of these rooms?
*They start punch/chiseling small holes in these presumed doorways. After a sufficiently deep hole has been drilled, if they don't punch through to the other side, the use a special tool (think reverse pliers) to grab said hole and pull outwards on the door.*
One of the rooms with the cracks? yeah. about 10 feet wide, 6 feet deep. Not like it will matter, but whatever. *they ply a somewhat thin shell off, leading to another large rock chunk, this one a quarter of an inch of the ground.* It isn't actually thin, but it's thinner than the new one. Oh, and since I know what you're going to do: *If they push, this rock stays put. If they pull outwards, then they find themselves pulling 10 feet of rock out of the passage.* So You can't really get through. Oh, and in case you're wondering, the vagueness of the shapes prevents them from being wheeled out the other door. Seriousely, give up. It won't achieve anything other than wasting time.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Okay. And every possible path has led to one of these rooms?
*They start punch/chiseling small holes in these presumed doorways. After a sufficiently deep hole has been drilled, if they don't punch through to the other side, the use a special tool (think reverse pliers) to grab said hole and pull outwards on the door.*
One of the rooms with the cracks? yeah. about 10 feet wide, 6 feet deep. Not like it will matter, but whatever. *they ply a somewhat thin shell off, leading to another large rock chunk, this one a quarter of an inch of the ground.* It isn't actually thin, but it's thinner than the new one. Oh, and since I know what you're going to do: *If they push, this rock stays put. If they pull outwards, then they find themselves pulling 10 feet of rock out of the passage.* So You can't really get through. Oh, and in case you're wondering, the vagueness of the shapes prevents them from being wheeled out the other door. Seriousely, give up. It won't achieve anything other than wasting time.
So are you saying give up and just leave? Or give up here and attack the outdoor dungeon entrance? The first I'll let you know now isn't an option. The second, well, I'll think about it. But just to remind you, you kind of have to have some sort of path that invaders could use to reach the core room of the HQ. Not having one (and thus having a core room that is effectively unreachable) is just slightly illegal. Also, as I look back I notice that you said in one of your first posts that after the entry room with the murder holes, at the top of the staircase was a proper entry hall similar to that of Erebor's, or another Dwarven kingdom's. What happened to that?
But for now, I'll get back to work. So this second slab is slightly off the ground?
*The Dwarves use some very thin shafts to measure the thickness of these second slabs, sliding them in between the gap between the slab and the floor. After figuring out how far they're going, they set to work mining their way through the slab.* *The other four thousand-some Dwarves move into the currently secured area of the mountain (leaving a guard at the main entrance) and assist in a thorough inspection of what I've covered so far. Upon finding the slightest sign of any sort of doorway, better experts in architecture and masonry are called in to further investigate. Special attention is payed to upper murder-hole room and the stabby-hole rooms. Others also move through the hallway between the secured stabby-hole rooms and investigate the other end of it.*
*Outside, my artillery begins their bombardment of the dungeon entrance. They lob numerous incendiaries into it, at the very least burning whatever defenses there may be near the entrance, and sending oil flowing down the tunnel.*
One of the rooms with the cracks? yeah. about 10 feet wide, 6 feet deep. Not like it will matter, but whatever. *they ply a somewhat thin shell off, leading to another large rock chunk, this one a quarter of an inch of the ground.* It isn't actually thin, but it's thinner than the new one. Oh, and since I know what you're going to do: *If they push, this rock stays put. If they pull outwards, then they find themselves pulling 10 feet of rock out of the passage.* So You can't really get through. Oh, and in case you're wondering, the vagueness of the shapes prevents them from being wheeled out the other door. Seriousely, give up. It won't achieve anything other than wasting time.
So are you saying give up and just leave? Or give up here and attack the outdoor dungeon entrance? The first I'll let you know now isn't an option. The second, well, I'll think about it. But just to remind you, you kind of have to have some sort of path that invaders could use to reach the core room of the HQ. Not having one (and thus having a core room that is effectively unreachable) is just slightly illegal. Also, as I look back I notice that you said in one of your first posts that after the entry room with the murder holes, at the top of the staircase was a proper entry hall similar to that of Erebor's, or another Dwarven kingdom's. What happened to that?
But for now, I'll get back to work. So this second slab is slightly off the ground?
*The Dwarves use some very thin shafts to measure the thickness of these second slabs, sliding them in between the gap between the slab and the floor. After figuring out how far they're going, they set to work mining their way through the slab.* *The other four thousand-some Dwarves move into the currently secured area of the mountain (leaving a guard at the main entrance) and assist in a thorough inspection of what I've covered so far. Upon finding the slightest sign of any sort of doorway, better experts in architecture and masonry are called in to further investigate. Special attention is payed to upper murder-hole room and the stabby-hole rooms. Others also move through the hallway between the secured stabby-hole rooms and investigate the other end of it.*
*Outside, my artillery begins their bombardment of the dungeon entrance. They lob numerous incendiaries into it, at the very least burning whatever defenses there may be near the entrance, and sending oil flowing down the tunnel.*
The First one would be awesome if you'd do, but I know you won't do that. And I wasn't talking about the Dungeon Entrance either. Although that might be the way to the core room. I was actually saying to just follow the path that I'm trying to force you to take. umm. . . Oh yeah. I guess I kind of skipped that. Well, nothing would have really happened their and it would have been very difficult to get through the doors, so. . .
Yes, and if you look down, you'll see wheels. As I said, they're thicker than the room you're in. Basically, their is a locked door on the other side. When not in use, this slab is retracted into that room. They'll then pull it into the area you are working it. They then lock the door, and presto. Oh, and their is also a lever-like system above it to drop a boulder if someone just mines through it. *Once they mine through most of the tunnel, a boulder drops on their heads, smashing them.* *Still no more passages.*
*The incendiaries burn up before doing any damage.* Nothing super close to the entrance.
Seriousely, I'm not going to let you through. If you keep this up, then I'll just put you in the right place.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
So are you saying give up and just leave? Or give up here and attack the outdoor dungeon entrance? The first I'll let you know now isn't an option. The second, well, I'll think about it. But just to remind you, you kind of have to have some sort of path that invaders could use to reach the core room of the HQ. Not having one (and thus having a core room that is effectively unreachable) is just slightly illegal. Also, as I look back I notice that you said in one of your first posts that after the entry room with the murder holes, at the top of the staircase was a proper entry hall similar to that of Erebor's, or another Dwarven kingdom's. What happened to that?
But for now, I'll get back to work. So this second slab is slightly off the ground?
*The Dwarves use some very thin shafts to measure the thickness of these second slabs, sliding them in between the gap between the slab and the floor. After figuring out how far they're going, they set to work mining their way through the slab.* *The other four thousand-some Dwarves move into the currently secured area of the mountain (leaving a guard at the main entrance) and assist in a thorough inspection of what I've covered so far. Upon finding the slightest sign of any sort of doorway, better experts in architecture and masonry are called in to further investigate. Special attention is payed to upper murder-hole room and the stabby-hole rooms. Others also move through the hallway between the secured stabby-hole rooms and investigate the other end of it.*
*Outside, my artillery begins their bombardment of the dungeon entrance. They lob numerous incendiaries into it, at the very least burning whatever defenses there may be near the entrance, and sending oil flowing down the tunnel.*
The First one would be awesome if you'd do, but I know you won't do that. And I wasn't talking about the Dungeon Entrance either. Although that might be the way to the core room. I was actually saying to just follow the path that I'm trying to force you to take. umm. . . Oh yeah. I guess I kind of skipped that. Well, nothing would have really happened their and it would have been very difficult to get through the doors, so. . .
Yes, and if you look down, you'll see wheels. As I said, they're thicker than the room you're in. Basically, their is a locked door on the other side. When not in use, this slab is retracted into that room. They'll then pull it into the area you are working it. They then lock the door, and presto. Oh, and their is also a lever-like system above it to drop a boulder if someone just mines through it. *Once they mine through most of the tunnel, a boulder drops on their heads, smashing them.* *Still no more passages.*
*The incendiaries burn up before doing any damage.* Nothing super close to the entrance.
Seriousely, I'm not going to let you through. If you keep this up, then I'll just put you in the right place.
And what path is that? Last I checked, you had blocked off every possible route after the main entrance.
There're a few slight issues with that. First, that'd be pretty conspicuous. It'd take a lot to miss what must either be a gaping hole with a big rock in it or a ceiling with a line tracing a big rectangle on the ceiling. Both would be easy to see before being uncovered enough to be usable. Also, who said I was completely mining out the entire rock? If this rock is standard door height, and I'm just mining out enough to make a tunnel to move through, there'll still be a good two or even three feet of stone left on your block between my tunnel and wherever your boulder might be.
*Work continues. If this boulder thing is uncovered at all (not necessarily enough where it's a threat), mining is stopped until they either force it to trigger, find a way to support it if released, or otherwise work around it.*
*Inspections continue.*
So there's also nothing at the end of the hallway with the stabby-holes? That seemed to be the path that you were leading my on.
*After all of the oil burns up, bombardment continues using unlit incendiaries (effectively just spreading the oil, for now).*
The First one would be awesome if you'd do, but I know you won't do that. And I wasn't talking about the Dungeon Entrance either. Although that might be the way to the core room. I was actually saying to just follow the path that I'm trying to force you to take. umm. . . Oh yeah. I guess I kind of skipped that. Well, nothing would have really happened their and it would have been very difficult to get through the doors, so. . .
Yes, and if you look down, you'll see wheels. As I said, they're thicker than the room you're in. Basically, their is a locked door on the other side. When not in use, this slab is retracted into that room. They'll then pull it into the area you are working it. They then lock the door, and presto. Oh, and their is also a lever-like system above it to drop a boulder if someone just mines through it. *Once they mine through most of the tunnel, a boulder drops on their heads, smashing them.* *Still no more passages.*
*The incendiaries burn up before doing any damage.* Nothing super close to the entrance.
Seriousely, I'm not going to let you through. If you keep this up, then I'll just put you in the right place.
And what path is that? Last I checked, you had blocked off every possible route after the main entrance.
There're a few slight issues with that. First, that'd be pretty conspicuous. It'd take a lot to miss what must either be a gaping hole with a big rock in it or a ceiling with a line tracing a big rectangle on the ceiling. Both would be easy to see before being uncovered enough to be usable. Also, who said I was completely mining out the entire rock? If this rock is standard door height, and I'm just mining out enough to make a tunnel to move through, there'll still be a good two or even three feet of stone left on your block between my tunnel and wherever your boulder might be.
*Work continues. If this boulder thing is uncovered at all (not necessarily enough where it's a threat), mining is stopped until they either force it to trigger, find a way to support it if released, or otherwise work around it.*
*Inspections continue.*
So there's also nothing at the end of the hallway with the stabby-holes? That seemed to be the path that you were leading my on.
*After all of the oil burns up, bombardment continues using unlit incendiaries (effectively just spreading the oil, for now).*
The path past the spike room. I never blocked that off, you just never opened the door.
Actually, if you remember, their was a smaller slab keeping it from being seen. But, Whatever, it wasn't a particularily efficient design anyway. *They find two locked metal doors at the end of the tunnel.*
There WAS going to be something, but you started spreading out to much, so I had to abandon it. It's got one of these tunnels, which as I mentioned I can pull back the stone.
*The Frozen Skirmishers fire flaming arrows, burning all the oil.*
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
And what path is that? Last I checked, you had blocked off every possible route after the main entrance.
There're a few slight issues with that. First, that'd be pretty conspicuous. It'd take a lot to miss what must either be a gaping hole with a big rock in it or a ceiling with a line tracing a big rectangle on the ceiling. Both would be easy to see before being uncovered enough to be usable. Also, who said I was completely mining out the entire rock? If this rock is standard door height, and I'm just mining out enough to make a tunnel to move through, there'll still be a good two or even three feet of stone left on your block between my tunnel and wherever your boulder might be.
*Work continues. If this boulder thing is uncovered at all (not necessarily enough where it's a threat), mining is stopped until they either force it to trigger, find a way to support it if released, or otherwise work around it.*
*Inspections continue.*
So there's also nothing at the end of the hallway with the stabby-holes? That seemed to be the path that you were leading my on.
*After all of the oil burns up, bombardment continues using unlit incendiaries (effectively just spreading the oil, for now).*
The path past the spike room. I never blocked that off, you just never opened the door.
Actually, if you remember, their was a smaller slab keeping it from being seen. But, Whatever, it wasn't a particularily efficient design anyway. *They find two locked metal doors at the end of the tunnel.*
There WAS going to be something, but you started spreading out to much, so I had to abandon it. It's got one of these tunnels, which as I mentioned I can pull back the stone.
*The Frozen Skirmishers fire flaming arrows, burning all the oil.*
What? Really? I swore I did that in one of my moves.
And light inspections would still reveal that it was a hollow ceiling. Can you describe these metal doors at all? Like what sort of locks they have, and their placement?
Don't worry, I'll spread out even more now that I've got my saboteurs.
You just had to do that. . .
*My troops go down the spike-room/stabby-hole hallway and open the door (in their usual door-breach formation). If it's locked, then they force it open.* That better? *These metal doors, along with their surroundings, are more closely examined.*
*The new arrivals enter the keep and join the rest of my army.*
The path past the spike room. I never blocked that off, you just never opened the door.
Actually, if you remember, their was a smaller slab keeping it from being seen. But, Whatever, it wasn't a particularily efficient design anyway. *They find two locked metal doors at the end of the tunnel.*
There WAS going to be something, but you started spreading out to much, so I had to abandon it. It's got one of these tunnels, which as I mentioned I can pull back the stone.
*The Frozen Skirmishers fire flaming arrows, burning all the oil.*
What? Really? I swore I did that in one of my moves.
And light inspections would still reveal that it was a hollow ceiling. Can you describe these metal doors at all? Like what sort of locks they have, and their placement?
Don't worry, I'll spread out even more now that I've got my saboteurs.
You just had to do that. . .
*My troops go down the spike-room/stabby-hole hallway and open the door (in their usual door-breach formation). If it's locked, then they force it open.* That better? *These metal doors, along with their surroundings, are more closely examined.*
*The new arrivals enter the keep and join the rest of my army.*
*The metal doors open inwards, revealing secret passageways to the spike-room.*
*No troops are seen in the new hallway, although almost immediately, a line of crossbows set up to a machine configuration begin firing at your troops from the end of a long hall.*
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
What? Really? I swore I did that in one of my moves.
And light inspections would still reveal that it was a hollow ceiling. Can you describe these metal doors at all? Like what sort of locks they have, and their placement?
Don't worry, I'll spread out even more now that I've got my saboteurs.
You just had to do that. . .
*My troops go down the spike-room/stabby-hole hallway and open the door (in their usual door-breach formation). If it's locked, then they force it open.* That better? *These metal doors, along with their surroundings, are more closely examined.*
*The new arrivals enter the keep and join the rest of my army.*
*The metal doors open inwards, revealing secret passageways to the spike-room.*
*No troops are seen in the new hallway, although almost immediately, a line of crossbows set up to a machine configuration begin firing at your troops from the end of a long hall.*
Quick question: what sort of stairways, ramps, or other changes in elevation between the pit room and all the unspecified stuff that my troops went through before reaching dead ends were there?
So the door at the end of the stabby-hole hallway opened up to another hallway? *The bolts hit and deflect off of (or maybe embed themselves in) the forward troops' shields (being the crossbowmen's pavises).* *After the crossbows run out of ammo, my troops advance, inspecting everything as they go. If it becomes apparent that these crossbows have some sort of reloading system, one of the Shathuru (since a handful of them joined my main army inside) fires an incendiary from the far side of the other room over everyone's heads, igniting the crossbow system (and firing more shots as necessary to disable the trap).*
*The metal doors open inwards, revealing secret passageways to the spike-room.*
*No troops are seen in the new hallway, although almost immediately, a line of crossbows set up to a machine configuration begin firing at your troops from the end of a long hall.*
Quick question: what sort of stairways, ramps, or other changes in elevation between the pit room and all the unspecified stuff that my troops went through before reaching dead ends were there?
So the door at the end of the stabby-hole hallway opened up to another hallway? *The bolts hit and deflect off of (or maybe embed themselves in) the forward troops' shields (being the crossbowmen's pavises).* *After the crossbows run out of ammo, my troops advance, inspecting everything as they go. If it becomes apparent that these crossbows have some sort of reloading system, one of the Shathuru (since a handful of them joined my main army inside) fires an incendiary from the far side of the other room over everyone's heads, igniting the crossbow system (and firing more shots as necessary to disable the trap).*
umm. . . I never actually specified that, because I knew if you had gotten that far in any direction, I'd just be retreating to the spike-room.
*the Crossbows seemingly don't run out of ammo.* Basically, it's a long. . . assembly line for lack of a better word. Orcs out of sight reload the crossbows as they come back around. *The rounds do no real damage, and as the crossbows are brought around, they are replaced with a new crossbow.*
Here is a picture of what's happening, kind of
OO OO OO OO WWWWWWWWWWW W O W OO W W OO WWWWWWWWWWW
H H H H H H HDDDDDDDH
O= Orcs running the machine. W= Wall. on the outside of the wall is the assembly line. Inside is long ropes all attached to a chain to keep them inside the wall. H= Hall that your troops are firing down D= Your Dwarves
This isn't to scale, and this doesn't include units not operating the machine/secret passages etc.
The Orc in the middle is pulling ropes that activate the crossbows as they go through. Nothing can get through the holes that the ropes are gradually moving around, minus another rope of equal size (the rope is about 3 or 4 pieces of twine, not the size of a crossbow bolt even.)
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.