Dmg 3.5 Arrow Slit
When you fire a raptor arrow, it functions as a +1 arrow with a variant of the returning quality if you are neutral good, lawful good, chaotic good, or neutral. At the beginning of the round after it is fired from a bow, a raptor arrow flies through the air and restrings itself on the bow from which it was fired. Finally, according to the Dungeon Master's Guide, 'Tiny, Diminutive, and Fine creatures have no natural reach. They must enter an opponent’s square (and thus be subject to an attack of opportunity) in order to attack that opponent in melee unless they are armed with weapons that give them at least 5 feet of reach' (29). (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. There are plenty of random dungeon generator programs, but D&D 4e presents a pen-and-paper friendly process. Using a d20 and some graph paper, you can construct a full dungeon. However, the mechanics presented in 4e lack details and versatility presented in the random dungeon and random encounters tables in the 3.5 DMG.
So, this came up in another thread. A Wizard is standing somewhere, and wants to fire a Fireball through an arrow slit, about 60' away. He aims to have it explode on the other side of the arrow slit. What would you, as a DM, do in this situation? Me personally, I would rule that he'd need to make a spell attack roll (so, Int mod+Proficiency mod) versus AC 15 to 'hit' the arrow slit and have it.
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Stronghold Extras - And Wondrous Architecture.
Stronghold Staff - And Hirelings
Stronghold Components
The remainder of this chapter consists of the descriptions of various components you can build into your stronghold. Your choice of components dictates the purpose of your stronghold, whether it’s a military fortress, palatial home, or arcane nexus. Components use the following format.
Name: The name of the component. Each component’s name is unique so that you can distinguish them.
Size: The number of stronghold spaces that the component takes up. This usually ranges from 0.5 to 2 but could theoretically go higher. Remember, a stronghold space averages 4,000 cubic feet or 400 square feet, given a 10-foot-high ceiling.
Cost: Each component has a cost associated with it, listed here in gold pieces.
Prerequisites: Some components have prerequisites, which include other components or staff. For example, if you want a dining hall, you must have a kitchen. If you have a kitchen large enough to require servants, you must have servants (purchased as an extra below) and have servants’ quarters.
Some prerequisites state that you must have a certain component “or better.” That means you must purchase either the listed component or a component of the
same type but higher quality. For example, if you need a library, the fancy library or luxury library also satisfies the prerequisite.
Table 2–1: Stronghold Components
Component Name | Size (ss) | Cost | Prerequisites |
---|---|---|---|
Alchemical laboratory, basic | 1 | 700 gp | — |
Alchemical laboratory, fancy | 1 | 3,000 gp | Alchemist (1) |
Armory, basic | 1 | 500 gp | — |
Armory, fancy | 1 | 2,000 gp | — |
Auditorium, fancy | 1 | 2,000 gp | — |
Auditorium, luxury | 1 | 10,000 gp | — |
Barbican | 1 | 1,000 gp | Guards (2) |
Barracks | 1 | 400 gp | — |
Bath, basic | 0.5 | 400 gp | — |
Bath, fancy | 1 | 2,000 gp | — |
Bath, luxury | 2 | 10,000 gp | Servant (1), valet (1) |
Bedroom suite, basic | 1 | 800 gp | — |
Bedroom suite, fancy | 1 | 5,000 gp | — |
Bedroom suite, luxury | 2 | 25,000 gp | Valet (1) |
Bedrooms, basic | 1 | 700 gp | — |
Bedrooms, fancy | 1 | 4,000 gp | — |
Bedrooms, luxury | 2 | 20,000 gp | Valet (1) |
Chapel, basic | 1 | 1,000 gp | — |
Chapel, fancy | 2 | 6,000 gp | Acolyte (1) |
Chapel, luxury | 2 | 25,000 gp | Acolytes (2) |
Common area, basic | 1 | 500 gp | — |
Common area, fancy | 1 | 3,000 gp | — |
Courtyard, basic | 1 | 500 gp | — |
Courtyard, fancy | 1 | 3,000 gp | — |
Courtyard, luxury | 1 | 15,000 gp | — |
Dining hall | 2 | 2,000 gp | Kitchen |
Dining hall, fancy | 2 | 12, 000 gp | Kitchen, servant (1) |
Dining hall, luxury | 2 | 50,000 gp | Luxury kitchen, servants (2) |
Dock, basic | 1 | 500 gp | Laborers (2) |
Dock, extended | 2 | 3,000 gp | Laborers (4) |
Dock, extended dry | 2 | 15,000 gp | Laborers (6) |
Gatehouse | 0.5 | 1,000 gp | — |
Guard post | 0.5 | 300 gp | — |
Kitchen, basic | 1 | 2,000 gp | — |
Kitchen, fancy | 1 | 12,000 gp | Cooks (2) |
Kitchen, luxury | 2 | 50,000 gp | Cooks (6) |
Labyrinth | 1 | 500 gp | — |
Library, basic | 1 | 500 gp | — |
Library, fancy | 1 | 3,000 gp | — |
Library, luxury | 2 | 15,000 gp | Librarian (1) |
Magic laboratory, basic | 1 | 500 gp | — |
Magic laboratory, fancy | 1 | 3,000 gp | Apprentice (1) |
Prison cell | 0.5 | 500 gp | Guard (1) |
Servants’ quarters | 1 | 400 gp | — |
Shop, basic | 1 | 400 gp | Clerk (1) |
Shop, fancy | 1 | 4,000 gp | Clerks (2) |
Shop, luxury | 1 | 16,000 gp | Clerks (2), guards (2) |
Smithy, basic | 1 | 500 gp | Smith (1) |
Smithy, fancy | 1 | 2,000 gp | Smith (1) |
Stable, basic | 1 | 1,000 gp | Groom (1) |
Stable, fancy | 1 | 3,000 gp | Groom (1) |
Stable, luxury | 1 | 9,000 gp | Grooms (2) |
Storage, basic | 1 | 250 gp | — |
Storage, fancy | 1 | 1,000 gp | — |
Storage, luxury | 1 | 3,000 gp | Clerk (1) |
Study/Office, basic | 0.5 | 200 gp | — |
Study/Office, fancy | 1 | 500 gp | — |
Study/Office, luxury | 1.5 | 15,000 gp | Clerk (1) |
Tavern, basic | 1 | 900 gp | Servants (2) |
Tavern, fancy | 1 | 4,000 gp | Servants (3) |
Tavern, luxury | 1 | 20,000 gp | Servants (4) |
Throne room, basic | 1 | 2,000 gp | Servants (2) |
Throne room, fancy | 1 | 12,000 gp | Servants (4) |
Throne room, luxury | 2 | 80,000 gp | Servants (6) |
Torture chamber | 1 | 3,000 gp | Torturer (1), guard (1) |
Training area, combat | 1 | 1,000 gp | — |
Training area, rogue | 1 | 2,000 gp | — |
Trophy hall, basic | 1 | 1,000 gp | — |
Trophy hall, fancy (museum) | 1 | 6,000 gp | Guard (1) |
Workplace, basic | 1 | 500 gp | — |
Workplace, fancy | 1 | 2,000 gp | — |
Table 2–2: Height and Depth Adjustments to Cost
Height | Depth | Cost Adjustment per Space |
---|---|---|
Up to 10 feet up (first two stories) | First subterranean layer | none |
20 feet up (third story) | Second subterranean layer | +400 gp |
30 feet up (fourth story) | Third subterranean layer | +1,000 gp |
40 feet up (fifth story) | Fourth subterranean layer | +2000 gp |
50 feet up (sixth story) | Fifth subterranean layer | +3000 gp |
Each additional +10 feet | Each additional subterranean layer | Add 1,500 gp to adjustment |
Building Up and Down
The component costs assume you’re constructing a stronghold with no more than two stories and no more than a single underground level (basement). If you want spaces whose floors are more than 10 feet aboveground level (that is, three or more stories above ground) or more than one level belowground, there’s a surcharge.
Note that it doesn’t matter how deep your subterranean layers are, though DMs should feel free to adjust these prices for extraordinary circumstances. Just because the table doesn’t list a cost adjustment for building 1,000 feet below the surface doesn’t mean that such construction always costs the list price. Costs below are per space.
Note that some spells can reduce the cost adjustment for constructing taller strongholds. See Table 1–5 for more information.
Clusters
Clusters represent collections of components grouped together and given a single price for your convenience. You can use them to quickly create a stronghold for use in your game.
Army Base: This allows you to quarter one hundred infantry. Up to forty can train in the drill yard at once, and up to sixty can take meals simultaneously in the mess hall. Note that the cost listed below does not include the soldiers’ equipment.
Components: Barracks (10), combat training area (5), guard post (2), basic armory (4), dining hall (2), basic kitchen (4), servants’ quarters;
Size: 29 stronghold spaces; Cost: 24,000 gp.
Staff: Cooks (4), soldiers (100); Upkeep: 612 gp per month.
Banquet Hall: This vast dining hall and kitchen complex feeds one hundred fifty people in a pleasant, richly appointed atmosphere.
Components: Fancy dining hall (5), fancy kitchen (5), servants’ quarters (3);
Size: 18 stronghold spaces; Cost: 136,200 gp.
Staff: Cooks (10), servants (5); Upkeep: 75 gp per month.
Cavalry Base: As Army Base, above, but it also includes stables for a one hundred-rider cavalry unit. Note that the cost listed below does not include the soldiers’ equipment.
Components: Barracks (10), combat training area (5), guard post (2), basic armory (4), dining hall (2), basic kitchen (4), servants’ quarters, basic table (16);
Size: 45 stronghold spaces; Cost: 40,000 gp.
Staff: Cooks (4), grooms (16), soldiers (100); Upkeep: 684 gp per month.
Guard Tower: This independent 30-foot tall tower of hewn stone comes complete with a guard post on top. Note that the cost listed below does not include the soldiers’ equipment.
Components: Guard post;
Size: 0.5 stronghold spaces; Cost: 800 gp.
Staff: Guards (6); Upkeep: 36 gp per month.
Inn: This traveler’s inn has all you need to host up to twenty guests and a dozen mounts.
Components: Basic tavern, basic stables (2), basic bedrooms (10), fancy kitchen, servants’ quarters, basic storage;
Size: 16 stronghold spaces; Cost: 13,050 gp.
Staff: Cooks (2), grooms (2), servants (2); Upkeep: 21 gp per month.
Inn, Dockside: Much like the inn described above, except that this one swaps out one of its stables for a small dock to service its boating customers.
Components: Basic tavern, basic stable, basic dock, basic bedrooms (10), fancy kitchen, servants’ quarters, basic storage;
Size: 16 stronghold spaces; Cost: 12,550 gp.
Staff: Cooks (2), groom, laborers (2), servants (2); Upkeep: 22.5 gp per month.
Prison Complex: This prison holds up to sixty captives. The kitchen serves the needs of the guards required. Note that the cost listed below does not include the guards’ equipment.
Components: Prison cell (10), basic kitchen (2), barracks (2), guard post, servants’ quarters, torture chamber;
Size: 13 stronghold spaces; Cost: 10,500 gp.
Staff: Cooks (4), guards (20), torturer (1); Upkeep: 141 gp per month.
Residential, Basic: This cluster provides for all the needs of thirty people in comfort, if not luxury. This cluster assumes that residents sleep two to a bedroom, and that the two kitchen servants share a bedroom of their own.
Components: Basic bedroom (8), basic kitchen (2), basic dining hall, basic bath;
Size: 11.5 stronghold spaces; Cost: 12,000 gp.
Staff: Cooks (2); Upkeep: 6 gp per month.
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Residential, Fancy: As above, but the bedrooms, dining hall, and bath have nice art, architectural details, and high-quality furnishings. This cluster holds thirty people comfortably; half get their own bedrooms and half sleep two to a room.
Components: Fancy bedrooms (10), fancy kitchen, fancy dining hall, fancy bath, servants’ quarters;
Size: 15 stronghold spaces; Cost: 66,400 gp.
Staff: Cooks (2), servant; Upkeep: 9 gp per month.
Residential, Luxury: As the fancy residential above, but thirty people live in the lap of opulent luxury.
Components: Luxury bedrooms (15), luxury dining hall, luxury kitchen, luxury bath, servants’ quarters (4);
Size: 40 stronghold spaces; Cost: 411,600 gp.
Staff: Cooks (6), servants (3), valets (16); Upkeep: 123 gp per month.
Temple: This elegant area offers everything you need to add a bit of religion to your life.
Components: Fancy chapel, fancy library (includes books on religion, history, and nobility and royalty), fancy office, fancy storage;
Size: 5 stronghold spaces; Cost: 14,900 gp.
Staff: Acolyte; Upkeep: 30 gp per month.
Wizard’s Research: This well-appointed area has everything a wizard would want for arcane experiments and spell research.
Components: Fancy alchemical laboratory, fancy library (includes books on arcana, general knowledge, and the planes), fancy magic laboratory, fancy office,
servants’ quarters;
Size: 5 stronghold spaces; Cost: 16,900 gp.
Staff: Alchemist, apprentice spellcaster; Upkeep: 60 gp per month.
Table 2–3: Sample Clusters
Cluster Name | Cost | Staff |
---|---|---|
Army base | 24,000 gp | Cooks (4), soldiers/guards (100) |
Banquet hall | 136,200 gp | Cooks (10), servants (5) |
Cavalry base | 40,000 gp | Cooks (4), grooms (16), soldiers/guards (100) |
Guard tower | 1,300 gp | Guards (6) |
Inn | 13,050 gp | Cooks (2), grooms (2), servants (2) |
Inn, dockside | 12,550 gp | Cooks (2), groom, laborers (2), servants (2) |
Prison complex | 10,500 gp | Cooks (4), guards (20), torturer (1) |
Residential, basic | 12,000 gp | Cooks (2) |
Residential, fancy | 66,400 gp | Cooks (2), servant |
Residential, luxury | 411,600 gp | Cooks (6), servants (3), valets (16) |
Temple | 14,900 gp Acolyte | |
Wizard’s research | 16,900 gp | Alchemist, apprentice spellcaster |
WALLS
Walls are a part of any stronghold, although you can choose wooden walls in aboveground structures or hewn stone walls below ground at no extra cost. In general, you pick both an interior wall type and an exterior wall type, and pay for each proportionately. Figure out what percentage of interior walls and exterior walls you have according to the following table. Floors and ceilings count as interior walls.
Table 2–4: Interior and Exterior Walls
Stronghold Size, in Spaces | Percentage of Interior and Exterior Walls |
---|---|
1–5 ss | 20% interior, 80% exterior |
6–10 ss | 30% interior, 70% exterior |
11–20 ss | 40% interior, 60% exterior |
21–45 ss | 50% interior, 50% exterior |
46–120 ss | 60% interior, 40% exterior |
121–450 ss | 70% interior, 30% exterior |
451–3,800 ss | 80% interior, 20% exterior |
3,801+ ss | 90% interior, 10% exterior |
Decide what kind of exterior wall you want. The exterior walls for your stronghold cost a number of gold pieces equal to your stronghold size in spaces × material cost per space × exterior wall percentage.
After you assign and price your exterior walls, follow the same procedure for your interior walls. Interior walls cost a number of gold pieces equal to your stronghold size in spaces × material cost per space × interior wall percentage.
If you want to be clever, you can split things up. If you have a two-story castle, you can assign half your walls as masonry (the ground floor) and half as wood (second floor), and price accordingly.
If you want a single room that’s unusually strong, figure out how much it costs by noting what percentage of the total stronghold that particular space is, then paying for that.
Material Descriptions
Adamantine: Adamantine represents a step up from mithral in hardness, hit points, and break DC, though its price limits its use to only the most important walls.
HP: 40 per inch of thickness; Break DC: 34 + 2 per inch of thickness.
Bone: This jumble of bone grants a permanent desecrate effect (as the spell cast by a 5th-level cleric) in each stronghold space made of it. Bone walls often add the magically treated augmentation (see Augmentations, below). Treat bone as stone for the purposes of blocking detect spells and the like.
HP: 5 per inch of thickness; Break DC: 11 + 1 per inch of thickness.
Deep Coral: Underwater builders can shape this species of coral into vast palaces beneath the waves. It automatically repairs 1 point of damage every minute. Treat deep coral as stone for the purposes of blocking detection spells and the like.
HP: 15 per inch of thickness; Break DC: 20 + 2 per inch of thickness.
Earth: Typically found as part of primitive strongholds or as an extra layer sandwiched between stone or masonry walls (to increase the overall thickness of the wall at a low cost).
HP: 10 per foot of thickness; Break DC: 10 + 3 per foot of thickness.
Glass: Most glass walls add the magically treated augmentation (see Augmentations, below), in order to be effective. Glass doesn’t block detect spells and the like.
HP: 1 per inch of thickness; Break DC: 15 + 1 per inch of thickness.
Dmg 3.5 Arrow Slit Chart
Ice: Strongholds made of ice are only viable in arctic climates or when protected from heat by an appropriate elemental protection augmentation (see Augmentations, below). Ice doesn’t block detect spells and the like.
HP: 3 per inch of thickness; Break DC: 15 + 1 per inch of thickness.
Iron: Walls of iron provide decent protection for vital areas at a reasonable price.
HP: 30 per inch of thickness; Break DC: 21 + 2 per inch of thickness.
Living Wood: This specially bred wood, found in elven forest strongholds, regrows quickly if damaged. It repairs 1 point of damage every round. Treat living wood as wood for the purposes of blocking detect spells and the like.
HP: 10 per inch of thickness; Break DC: 14 + 1 per inch of thickness.
Masonry: The typical secure stronghold has walls of masonry: stones piled atop one another and usually held in place with mortar. Superior masonry walls have tighter-fitting stones and less cracking, making climbing them difficult. Reinforced masonry walls include iron bars on one or both sides of the wall, or placed within the wall itself to strengthen it. Treat any form of masonry as stone for the purposes of blocking detect spells and the like.
HP: 15 per 2 inches of thickness (masonry and superior masonry), 15 per inch of thickness (reinforced masonry); Break DC: 23 + 1 per inch of thickness (masonry and superior masonry), 33 + 1 per inch of thickness (reinforced masonry).
Mithral: Harder than iron, some stronghold builders use mithral to protect their most secure areas (such as treasuries).
HP: 30 per inch of thickness; Break DC: 29 + 2 per inch of thickness.
Obdurium: This incredibly rare and hard metal represents the pinnacle of nonmagical wall strength. Treat weapons and armor crafted from obdurium as adamantine, except for hardness (30), hit points (60 per inch of thickness, or twice as many hit points as a typical item), and price (twice the listed price for adamantine).
HP: 60 per inch of thickness; Break DC: 48 + 4 per inch of thickness.
Stone: Generally, only underground strongholds use hewn stone walls because of the high price for that quantity of stone. The price for unworked stone actually reflects the difficulty in finding natural caverns of the right size and shape. If you have already located the desired caverns, you need pay only 100 gp per stronghold space (for minor reshaping).
HP: 15 per inch of thickness; Break DC: 20 + 2 per inch of thickness.
Wall of Force: Resistant to all but a few forms of attack, walls of force represent the ultimate in stronghold defense. Of course, the spell’s lack of versatility limits its usefulness, since you can’t put doors or windows in a wall of force.
HP: n/a; Break DC: n/a.
Wood: Though uncommon in dungeons, wooden walls are common in aboveground structures (particularly those not intended to withstand attack).
HP: 10 per inch of thickness; Break DC: 14 + 1 per inch of thickness.
Table 2–5: Wall Materials
Material | Thickness | Hardness | HP | Break DC | Climb DC | Cost per Space | Notes |
---|---|---|---|---|---|---|---|
Adamantine | 3 in. | 20 | 120 | 40 | 25 | 30,000 gp | / |
Bone | 1 ft. | 3 | 60 | 23 | 10 | 6,000 gp | / |
Deep coral | 3 ft. | 8 | 540 | 92 | 15 | 2,000 gp | Available underwater only. |
Earth, packed | 3 ft. | 2 | 30 | 19 | 15 | 250 gp | / |
Glass | 3 in. | 1 | 3 | 18 | 25 | 3,000 gp | / |
Ice | 1 ft. | 10 | 36 | 27 | 30 | 10,000 gp | Half price in cold climate. |
Iron | 3 in. | 10 | 90 | 30 | 25 | 6,000 gp | / |
Living wood | 6 in. | 5 | 60 | 20 | 21 | 2,000 gp | / |
Masonry | 1 ft. | 8 | 90 | 35 | 15 | 2,500 gp | / |
Masonry, superior | 1 ft. | 8 | 90 | 35 | 20 | 3,000 gp | / |
Masonry, reinforced | 1 ft. | 8 | 180 | 45 | 15 | 4,500 gp | / |
Mithral | 3 in. | 15 | 90 | 35 | 25 | 20,000 gp | / |
Obdurium | 3 in. | 30 | 180 | 60 | 25 | 60,000 gp | / |
Stone, hewn | 3 ft. | 8 | 540 | 92* | 22 | 6,000 gp | No cost if below ground; –5% cost in mountain terrain. |
Stone, unworked** | 5 ft. | 8 | 900 | 140* | 20 | 1,000 gp | Available underground only. |
Wall of force | as spell | n/a | n/a | n/a | n/a | 40,000 gp | / |
Wood | 6 in. | 5 | 60 | 20 | 21 | 1,000 gp | No cost for ground floor; –10% cost in forest terrain. |
*Note that this is different from the values listed in the DUNGEON MASTER’s Guide. These statistics use the guidelines for stone walls given in the wall of stone spell.
**Includes natural caverns.
Freestanding Walls
A freestanding wall is any wall that isn’t part of a stronghold component. You must purchase, modify, and augment freestanding walls separately from your stronghold components. They tend to be much thicker due to the lack of structural support found in a more complex structure.
Sometimes, stronghold builders construct freestanding walls (also called curtain walls) after the stronghold is already in place, whether to guard against unwanted visitors or simply to add privacy.
Some older strongholds add a freestanding wall due to population growth beyond the stronghold’s ability to house them. In fact, in older cities or towns that once began as much smaller strongholds, you might find several rings of freestanding walls encircling the original stronghold and everything that has grown out of it over the years. In other cases, a common wall going around them both or simply attaching the two, leaving a common courtyard between them, might unite two strongholds.
Occasionally, a group of allied adventurers build separate strongholds for each member, then combine funds to build a freestanding wall to surround them all. In this way, they share the costs of the wall and sometimes even the guards that watch over it, agreeing to come to the mutual defense of their fellows.
Building Freestanding Walls
You can purchase any freestanding wall in multiple units. The wall sections on the table below are assumed to be 10 feet tall and 10 feet wide each. See the DUNGEON MASTER’s Guide for more on how the different kinds of walls work in the game. Freestanding walls are cheaper than those inside a stronghold because of the greater ease of building in the open, with fewer considerations of engineering and design.
If you want to build freestanding walls higher than 10 feet, you must add an extra layer of thickness to each lower 10-foot layer on the stack. This addition is cumulative; for example, a 20-foot tall wall of masonry has a single 2-foot thick layer for the top 10 feet and a double-thick (4 feet) layer for the lower 10 feet, while a 30-foot-tall masonry wall would be 2 feet thick at the top (one layer), 4 feet thick in the middle (two layers), and 6 feet thick at the bottom (3 layers).
You can purchase freestanding walls of different thicknesses than those noted in Table 2–6. Simply multiply the cost by the fraction of thickness you choose. For instance, a 3-foot-thick freestanding wall of hewn stone costs only 40 gp per section, while a 12-footthick freestanding wall of hewn stone costs 160 gp per section.
Using Freestanding Walls
Military structures, such as barbicans, guard posts, towers, and drawbridges can be placed adjoining a freestanding wall. For the purposes of designing your stronghold and calculated the costs of walls, these castle components should be calculated as independently, as tiny independent strongholds.
Specialized Wall Sections
Walls are generally sheer structures that grow thinner as they grow taller, thanks to the need for a thick, stable base. However, most stronghold builders have walls that are customized for defense.
Crenellation: The most common customization to a wall, this notched battlement is made up of alternate crenels (opening) and merlons (square sawteeth). They provide cover to castle defenders standing upon the wall. No cost exists to carve merlons into the top feet of a wall.
Machicolation: Adjusting a wall’s design so that a section extends outward beyond the exterior edge of the wall provides a point at which defenders can drop arrows, rocks, flaming oil, or other unpleasantries upon those assaulting the wall directly below. To construct a machicolation, the wall must be at least 15 feet in height. The wall sections to be extended cost twice the listed price; see Windows below for pricing arrow slits.
Parapet: If defenders have sufficient width to walk along the wall’s top (preferably 5 feet, but as little as 2 feet can suffice), it’s common to build a wall-walk (also known as an allure). This wall can be made out of any substance as a freestanding wall that crowns the rest of the wall. Another choice is to construct a wooden platform to act as a wall-walk. Braced with beams on the inner wall, cost it as if an additional wooden wall for whatever length of the freestanding wall you wish to equip with the wall-walk. You need not construct a thicker wall base to support the wallwalk.
Table 2–6: Freestanding Walls
Material | Thickness | Hardness | HP | Break DC | Climb DC | Cost per Section | Notes |
---|---|---|---|---|---|---|---|
Adamantine | 6 in. | 20 | 240 | 46 | 25 | 3,000 gp | |
Bone | 2 ft. | 6 | 120 | 25 | 10 | 600 gp | |
Deep coral | 6 ft. | 8 | 1080 | 164 | 15 | 200 gp | Available underwater only. |
Earth, packed | 3 ft. | 2 | 30 | 19 | 15 | 10 gp | |
Glass | 6 in. | 1 | 6 | 21 | 25 | 300 gp | |
Ice | 20 in. | 10 | 60 | 35 | 30 | 1,000 gp | Half price in cold climate. |
Iron | 6 in. | 10 | 180 | 33 | 25 | 600 gp | |
Living wood | 1 ft. | 5 | 120 | 26 | 21 | 200 gp | |
Masonry | 2 ft. | 8 | 180 | 35 | 15 | 250 gp | |
Masonry, superior | 2 ft. | 8 | 180 | 35 | 20 | 300 gp | |
Masonry, reinforced | 2 ft. | 8 | 360 | 45 | 15 | 450 gp | |
Mithral | 6 in. | 15 | 180 | 41 | 25 | 2,000 gp | |
Obdurium | 6 in. | 30 | 420 | 72 | 25 | 6,000 gp | |
Stone, hewn | 6 ft. | 8 | 1,080 | 164* | 22 | 600 gp | No cost if below ground; –5% cost in mountain terrain. |
Wall of force | As spell | n/a | n/a | n/a | n/a | 4,000 gp | |
Wood | 1 ft. | 5 | 120 | 26 | 21 | 100 gp | No cost for ground floor; –10% cost in forest terrain. |
*Note that this is different from the values listed in the DUNGEON MASTER’s Guide. These statistics use the guidelines for stone walls given in the wall of stone spell.
Layered Walls
You can pick more than one material for your walls by simply noting both and adding the material costs together. This method is good for two things: extra thick walls (pick the same thing twice), and composites (a layer of iron over hewn stone).
When building a tall freestanding wall, you can substitute other materials (such as packed earth) for the extra layers required; however, these layers must be at least as thick as the layer of material they replace (which may require extra layers). For instance, if you replace a layer of hewn stone with packed earth, you must use a full 6-foot thickness of packed earth (which is actually the equivalent of two standard layers of packed earth). See Figure 3 for an example of a 30-foot-tall freestanding wall of hewn stone with a packed earth core (layers 2 and 3).
Lead-Lined Walls
Adding a thin layer of lead has no effect on a wall’s statistics (hardness, hp, break DC, climb DC), though it will block detection spells and other effects blocked by this material. This costs 1,000 gp per stronghold space (or per 1,600 square feet of freestanding wall) so protected.
Wall Augmentations
You can augment walls by adding these effects to them. Unlike the wall materials above, they don’t support weight by themselves. You can’t build a castle of “magically treated,” for example. It must be magically treated something.
Some augmentations only affect exterior or freestanding walls. In this case, even though you pay for an entire stronghold space to be augmented, the augmentation does not affect any interior walls. Unless otherwise stated, any wall’s augmentation also applies to any doors, windows, or other accessways through that wall. You can leave such items out of its effects, though their area still counts toward the limit of the augmentation’s effect. In other words, you can’t increase the augmentation’s effective area by leaving out doors or windows.
Unless specified otherwise, you can apply more than one augmentation to your walls. For augmentations that only affect a single side of the wall, you can augment both sides by purchasing the augmentation twice.
As magic items, augmented walls gain a saving throw against any spells that could affect them, with the save bonus equaling 2 + half the caster level of the magic reinforcing the wall. In the case of a wall with multiple augmentations, use the highest caster level to determine the save bonus.
Disabling Wall Augmentations
Remember that augmentations are essentially magic items, and magic exists through which their effects can be temporarily suppressed (such as dispel magic) or permanently disjoined (such as Mordenkainen’s disjunction). Treat each stronghold space of augmented wall (or each 800 square feet, for freestanding walls) as a separate magic item for this purpose.
As stationary magic items (see Wondrous Architecture, below), wall augmentations can be discovered by a rogue (or other character capable of finding traps) and deactivated with a Disable Device check. The DC for both Search and Disable Device checks is equal to 25 + the spell level of the highest-level spell used in the creation of the wall augmentation. If a wall has multiple augmentations, each one must be discovered and disabled separately. A successful Disable Device check against a wall augmentation suppresses the magic properties (just as if you had successfully cast dispel magic against the item)of a 5-foot-by-5-foot section of the wall for 1d4 rounds. If you beat the DC by 10 or more, you suppress the magic properties for 1d4 minutes instead.
Table 2–7: Wall Augmentations
Augmentation | Effect | Cost* |
---|---|---|
Airtight | No gaseous form intrusion, sealed | 7,500 gp |
Bladed** | Whirling blades cover wall surface | 33,000 gp |
Chaotic guarding** | Protects chaotic creatures | 50,000 gp |
Elemental protection | Protects against one energy type | 7,500 gp |
Elemental protection, improved | Greater protection against one energy type | 15,000 gp |
Ethereal solid | Blocks ethereal intrusion | 12,000 gp |
Fiery** | Continually ablaze with magical flame | 14,000 gp |
Fog veil** | Provides concealment | 3,000 gp |
Fog veil, killing** | Provides concealment, poisons intruders | 22,500 gp |
Fog veil, solid** | Provides concealment, slows movement | 14,000 gp |
Fog veil, stinking** | Provides concealment, causes nausea | 7,500 gp |
Frostwall | Deals damage to those breaking through | 7,000 gp |
Holy guarding** | Protects good creatures | 50,000 gp |
Incendiary veil** | Provides concealment, burns intruders | 60,000 gp |
Lawful guarding** | Protects lawful creatures | 50,000 gp |
Magic warding** | Grants SR 21 to all behind wall | 22,500 gp |
Magic warding, improved | Grants SR 32 to all behind wall | 50,000 gp |
Magically treated | +20 to break DC, doubles hardness and hp | 12,000 gp |
Prismatic screen | Covered by prismatic wall | 60,000 gp |
Slick | +10 to DC of all Climb checks to scale | 1,500 gp |
Spiderwalk | Can scale as spider climb | 1,500 gp |
Tanglewood† | Entangles anyone adjacent to wall | 2,500 gp |
Thornwood† | Has damaging thorns | 15,000 gp |
Transparent | Makes wall clear | 3,000 gp |
Unholy guarding** | Protects evil creatures | 50,000 gp |
Webbed** | Covered with webs | 3,000 gp |
Windguard** | Winds prevent ranged projectile attacks | 3,000 gp |
Woodbane†† | Prevents wood from approaching | 33,000 gp |
*Cost per space for stronghold walls or per 800 square feet for freestanding walls.
**May only be applied to exterior or freestanding walls.
†May only be applied to walls of wood or living wood.
††May not be applied to walls of wood or living wood.
Augment Object
Transmutation
Level: Clr 3, Drd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: Object of up to 200 cubic ft./level
Duration: 1 day/level
Saving Throw: None (Object)
Spell Resistance: Yes (Object)
This spell adds +20 to the break DC of the object and doubles its hardness and hit points. An augmented object also gains a saving throw against spells when unattended as if it were a magic item (save bonus equals 2 + half the caster level).
Material Component: A pinch of chalk.
The DUNGEON MASTER’s Guide describes the various kinds of doors available. Each space in your stronghold comes with two simple wooden doors for free. You don’t have to use them all if you don’t want to. In fact, it’s your option if you even want to have the doorway installed. Door prices listed below don’t include a lock (see Locks, below, for prices).
Table 2–8: Doors
Door Type | Game Information | Cost |
---|---|---|
Door, simple wooden | 1 in. thick, hardness 5, 10 hp | 10 gp |
Door, good wooden | 1 1/2 in. thick, hardness 5, 15 hp | 20 gp |
Door, strong wooden | 2 in. thick, hardness 5, 20 hp | 40 gp |
Door, stone | 4 in. thick, hardness 8, 60 hp | 300 gp |
Door, iron | 2 in. thick, hardness 10, 60 hp | 500 gp |
Door, secret (Search DC 20) | as normal for door type | +100 gp |
Door, secret (Search DC 25) | as normal for door type | +150 gp |
Door, secret (Search DC 30) | as normal for door type | +200 gp |
Door, secret (Search DC 35) | as normal for door type | +300 gp |
Portcullis, wooden | 3 in. thick, hardness 5, 30 hp | 400 gp |
Portcullis, iron | 2 in. thick, hardness 10, 60 hp | 750 gp |
Drawbridge, wooden | 6 in. thick, hardness 5, 60 hp | 1,000 gp |
Drawbridge, iron | 4 in. thick, hardness 10, 120 hp | 1,500 gp |
Table 2–9: Windows
Dmg 3.5 Arrow Slit Meaning
Window | Stats | Cost |
---|---|---|
Shutters, simple | 1 in. thick, hardness 5, 10 hp | 5 gp |
Shutters, good | 1 1/2 in. thick, hardness 5, 15 hp | 15 gp |
Iron bars | 2 in. thick, hardness 10, 60 hp | 60 gp |
Glass | 1/8 in. thick, hardness 1, 1 hp | 10 gp |
Arrow slit | Provides 9/10 cover | 30 gp |
Stained glass, fancy | 1/8 in. thick, hardness 1, 1 hp | 600 gp |
Stained glass, deluxe | 1/8 in. thick, hardness 1, 1 hp | 3,000 gp |
Windows
Windows are essentially holes in the wall, so they have no inherent cost. Each space in your stronghold comes with a simple shuttered window for free. You don’t have to use them all if you don’t want to. The price for a window doesn’t include a lock (see Locks, below, for prices).
Locks
In general, iron locks have a hardness of 15 and 30 hit points. A mithral lock has hardness 20 and 30 hit points and costs five times as much as a typical lock. An adamantine lock has hardness 25 and 40 hit points and costs 10 times as much as a typical lock.
Table 2–10: Locks
Lock | Open Lock DC | Cost |
---|---|---|
Very simple | 20 | 20 gp |
Average | 25 | 40 gp |
Good | 30 | 80 gp |
Amazing | 40 | 150 gp |
Dmg 3.5 Arrow Slit Size
Most strongholds require at least a few staff members, and many others have added dozens if not hundreds of soldiers and artisans. Table 2–11: Typical Staff Members describes the types of hirelings you’ll most likely need, along with their primary skills and skill modifiers (and key abilities), typical class (staff members are 1st level unless otherwise noted), and monthly wage. A typical staff member has a 12 or 13 in the key abilities for his skills (included in the skill modifiers listed).
You will undoubtedly find the need to hire staff members that aren’t described on this table. Use this information as a guide when determining appropriate numbers for any hireling not listed here. The DUNGEON MASTER’s Guide has more information on hirelings. Many of the components have staff members as prerequisites. The smithy, for example, requires one smith. If you have a character with Craft (weaponsmithing), you can satisfy this prerequisite yourself. If you anticipate hiring a smith later, it’s okay to build the smithy now, even if you can’t fire it up until then.
In general, strongholds don’t have upkeep costs because D&D is about adventure, not balancing the castle’s monthly checkbook. One exception does exist to the no upkeep rule: staff wages. Add up the costs of your stronghold’s staff, and that’s the amount you have to pay each month to keep the stronghold running.
Table 2–11: Typical Staff Members
Hireling | Primary Skills and Modifiers (Key Ability) | Class | Monthly Wage |
---|---|---|---|
Acolyte | Knowledge (religion) +7 | Clr or Adp | 30 gp |
Alchemist | Alchemy +7 (Int) | Exp | 30 gp |
Animal tender/groom | Handle Animal +5 (Cha) | Com | 4.5 gp |
Apprentice spellcaster | Spellcraft +5 (Int) | Clr, Drd, Sor, or Wiz | 30 gp |
Architect/engineer | Knowledge (architecture and engineering) +7 (Int) | Exp | 15 gp |
Artisan | Craft (any) +7 (Int) | Exp | 18 gp |
Bartender/Innkeeper | Profession (bartender or innkeeper) +5 (Wis) | Com | 6 gp |
Butler | Diplomacy +7 (Cha), Profession (butler) +7 (Wis) | Exp | 15 gp |
Cavalry | Ride +7 (Dex) | War | 12 gp |
Clerk | Profession (clerk) +7 (Wis) | Exp | 12 gp |
Cook | Profession (cook) +5 (Wis) | Com | 3 gp |
Entertainer/Performer | Perform +7 | Exp | 12 gp |
Guard | Spot +5 (Wis)* | War | 6 gp |
Laborer | n/a | Com | 3 gp |
Librarian | Profession (librarian) +7 (Wis), Knowledge (any one) +5 (Int) | Exp | 12 gp |
Maid | Profession (maid) +5 (Wis) | Com | 3 gp |
Mason/craftsperson | Craft (any) +7 (Int) | Exp | 9 gp |
Officer, military | Diplomacy +5 (Cha)* | War** | 18 gp |
Sage | Knowledge (any) +7 (Int) | Exp | 60 gp+ |
Scribe | Profession (scribe) +7 (Int) | Exp | 9 gp |
Servant | n/a | Com | 3 gp |
Soldier | n/a | War | 6 gp |
Smith | Craft (varies) +7 (Int) | Exp | 12 gp |
Torturer/Inquisitor | Intimidate +7 (Cha), Heal +5 (Wis) | Exp | 9 gp |
Valet/Lackey | n/a | Com | 6 gp |
Any PC class | n/a | varies | 30 gp |
*Cross-class skill.
**Level 2.
Equipping Staff
You only have to buy equipment for your military staff, using Chapter 7 of the Player’s Handbook to equip your soldiers however you like. You can use the following equipment clusters to arm your troops quickly.
Archer: leather armor, longbow, 20 arrows, dagger; 88 gp per person.
Archer, horse: light warhorse, studded leather armor, shortbow, 20 arrows, short sword; 216 gp per person.
Cavalry, light: light warhorse with studded leather barding, scale mail armor, large wooden shield, heavy lance, light flail; 315 gp per person.
Cavalry, heavy: heavy warhorse with chainmail barding, banded mail, large wooden shield, heavy lance, longsword; 1,292 gp per person.
Infantry, light: scale mail armor, large wooden shield, longsword; 72 gp per person.
Infantry, heavy: splint mail armor, large wooden shield, longsword; 222 gp per person.
Guard: chainmail, guisarme, heavy pick; 167 gp per person.
Officer: breastplate, large steel shield, longsword, dagger; 237 gp per person.
Skirmisher: studded leather armor, buckler, shortbow, 20 arrows, scimitar; 86 gp per person.