CAMPAIGN WORKBOOK [isteiang
STRONGHOLD
DEFENSES
Gi BY STEFANHAPP, Le cates, lly monte, Many ofthese eas egies
walls, and halberd- an enormous expenditure of gold and
JOIVKVIEHRNTER, carrying guards the aid of high-level spellasters, but
pacing the parapets are standard fare wouldn't mos ofthe nobility and wealthy
for heroic fantasy common sense holds merchants in your campaign spae litle
that residents of D&D worlds would expense to protect themselves against
Ihave ereated methods to counter threats the greatest threats oftheir world?
posed by magical creatures, outsid-
crs, and enemy spellesters, adapting MAGICAL SITE PROTECTION
their defenses to match the available Beyond the standard guards and wards,
offensive technology there are several spells in the Players
Presented here are some ideas that Handbook that can be used to protect
you can incorporate into your campaign important sites, This list is by no
to make redoubte and cities more means comprehensive, but is designed
defensible aguinst high-level threats to illustrate how to think creatively
and the invasion of mtelligent, powerfal with your magical defenses
BR one TY “sk LDimensional Tock is an excellent
guard against extradimensional intru-
sion, but has only a 20-foot radius and
avisible barrier.
Forbiddance, a great spell for prevent-
ing unauthorized magical entry, has a
permanent duration and a large area of
effect. The casting of ferbiddance might
well be used as a final seal on a newly
‘nished stronghold, accompanied by a
religious ceremony (because it takes a
high-level cleric to east it) or a grand
fete to celebrate the consecration
and blessing.
Hallow takes a day to cast and only
protects a 4o-foot-radius area, but ean be
4 powerful deterrent against creatures
of evil alignment.
Bermanent alarm spells in key loca-
tions help guards pinpoint intrusions.
Continual flame spells help light the
perimeter ofthe site's outer defenses at
all times.
‘Animate plants (entangling) can be east
con ivy-covered walls for added defense
against gatecrashers, and permanent
walls of stone, walls of iron and alls of |
force can be incorporated directly into a
strongholds construction,
Permanent nondetetion east on spe-
cific chambers ensures that a ruler’s
seerets remain such,
‘The various symbol spells (symbol of
pain, symbol of death, etc.) are the land
mines of the D&D world—cast them
in key locations, but be sure to warn the
castle staf first.
CONVENTIONAL SITE
PROTECTION
Conventional medieval castles, with large
courtyards and towers, are far more vule
erable ina magical universe than in our
‘own. Flying creatures, dimension door, tle~
port, and similar threats make it all too
easy to bypass heavily defended walls.
Here are some upgrades you might want
to incorporate into your non-magical
stronghold designs.
1m areas with dangerous flying crea-
‘ures, replace large, open courtyards with
extensive sturdy roofing,
Sharp rocks and shards of glass or
susty metal atop a wall ean discourage
stealthy interlopers.
Roaming guard creatures (dogs or oth-
cewise) can pateol perimeters and alert
defenders to any intruders,
Builders might consider an enclosed
‘outer perimeter almost like double wall,
‘where traps, guard creatures, and guards
‘could facus their attention and prevent
entrance tothe inner building. This outer
perimeter would ideally extendall the way
tothe roof ofthe building, and would also
help protect against siege weapon attacks
by providing a buffer layer. Should invad-
cersbreach the first wall- murder holes and
arrow sits give defenders theabilitytorain
oil and projectiles onto the enemy while
‘they deal with the second blockade.
Siege engine teams in critical locations
‘ought to have a supply of magica, silver,
and cold iron ammunition on hand for
‘use against special opponents
Use of summoned or trained web-spin-
ning spiders to place cebsebs in key areas
helps protect against invisible intrusion
and poses other difficulties to thieves and
sneaky attackers.
While it might sound simple, keeping,
the most sital areas of the stronghold as
secrotas possible makes its harder to sry
and teleport into ther.
CITY GUARDS
For large, sprawling cities, place tall
watchtowers. throughout the area,
arming each with loud alarm bells and
ballistae in case of a full-scale attack.
‘These watchtowers can double as bases
for teams of trained falcons or hawks
‘whose only function is to spot flying,
invisible intruders. Atnight, tained ows
could perform the same function. Placing
time and intelligence.
In larger cities, guard pateols might
try to contain major threats in a manner
similar to 4 ie, responding in strength
(platoons of go) and evacuating nearby
residents in the face ofan overwhelming
aggressor. Any such response team in a
city with a decent economy would likely
have a few magic items and spelleasters
as well.
Medium: to high-level spelleasters
fo adventurers who live in urban areas
‘would Tikely be pressed into emergency
service in times of need, and may even
‘be obligated to sign a contract of sezvice
with the city watch (which would go a
Tong way toward explaining the pres-
ence of so many lonely iat toversin
the wilderness)
Many cities practice and hold drills for
all types of threats and events, so even
[high-level characters seeking to rampage
through a hostile city may quickly find
‘out that they have bitten off more than
they can chew.
If your guards seem underpowered,
sive them magical items provided by local
spelleasters in liew of taxes.
Guilds, being already organized and
highly trained, area powerfl asst in city
defense. I's in everyone's best interests to
hhave wizards’ guilds heavily involved in
defense planning and magical response
efforts, and thieves guilds might be obli-
gated to help ambush, track, or hunt
down criminals who have damaged the
city orate trying to fle ater committing
‘a major crime (perhaps in exchange fora
blind eye to their own affairs)
DEFENDING FROM BELOW
Underdark dangers are well known to
most high-level NPCs who rule towns
and cites or live in fortified strongholds.
Beyond the typical dungeon stocked with
monsters and guards to help protect
sgainstan assault from below consider the
following options for your campaign.
The stronghold has a large cellar
completely filled with water, perhaps
stocked with dangerous aquatic creatures.
Anyone trying to dig int it fom below
finds thertunnel quickly flooded alerting
the defenders that something is coming.
Acideille cellars area deadlier but more
costly option.
‘Beneath the castle ies avast cavern lit
by everburning torches. The defenders
keep watch from the vaulted ceiling 50
‘or more fet above the flor, eady to rain
‘burning ol, flaming missles and spells
at intruders.
Permanent walls of ron sunk verily
3o feet into the ground around the
Stronghold, combined with similar
walls installed horizontally, provide
4 tough barrier for digging intruders
to reach.
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