Stronghold Builder's Guidebook

From D&D Wiki
Jump to navigation Jump to search
Stronghold Builder's Guidebook
StrongholdBuildersGuidebook.jpg
Abbreviation: SBG or SHBG
Author: Matt Forbeck and David Noonan
Publisher: Wizards of the Coast
Item Code: 881660000
Release Date: May 2002
Format: Trade Paperback
Page Count: 128
ISBN-10: 0-7869-2655-4
Price: $21.95 ; C$31.95
Product Blurb:
Defenses Wrought of Mortar and Magic

Heroes need impregnable fortresses to assault, wondrous towers to explore, and majestic castles to protect. This book is stocked with everything needed to design any fortified structure imaginable, including:

  • Over 150 new magic items
  • More than two dozen magical augmentations for stronghold walls
  • Rules for magic portals, mobile strongholds, and trap creation
  • Five complete strongholds, including maps, ready for immediate use

Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages.

This text is quoted from promotion material. Text and images are copyrighted by the original publisher.

Contents[edit]

  • Introduction
    • What's Inside
    • How to Use This Book
  • Chapter 1: Building a Stronghold
    • Step 1: Select a Site
      • Climate/Terrain Type
      • Primary Settlement
      • Nearby Features
        • Behind the Curtain: Nearby Features in the Campaign
      • Site Example: Brightstone Keep
    • Step 2: Choose a Site
      • Size Estimates
      • Size Example: Brightstone Keep
    • Step 3: Purchase Components and Walls
      • A Stronghold Builder's Glossary
      • Component Example: Brightstone Keep
      • Do-It-Yourself Spellcasting
      • Wall Example: Brightstone Keep
    • Step 4: Purchase Extras and Wondrous Architechture
    • Step 5: Determine Final Price
      • Site Modifiers
      • Build Time
      • Extras Example: Brightstone Keep
      • Free and Unusual Labor
      • Staff Costs
      • Landlord
    • Step 6: Map Your Stronghold
      • Mapping Techniques
      • Organizational Tips
    • Step 7: Get Approval
      • Final Cost Example: Brightstone Keep
      • Behind the Curtain: Build Times and Medieval Realism
  • Chapter 2: Stronghold Components
    • Component Descriptions
      • List of Components
      • Books
      • Torture
      • Building Up and Down
      • Cluster
    • Walls
      • Material Descriptions
      • Freestanding Walls
      • Layered Walls
      • Lead-Lined Walls
      • Wall Augmentations
      • Augment Object
    • Doors, Windows, and Locks
      • Windows
      • Locks
      • Staff
    • Extras
      • Magic Items
      • Cursed Magic Items
      • Artifacts
      • Moats and Trenches
      • Mobile Strongholds
      • Portals
      • Create Portal
      • Spells
      • Permanency or Magic Item?
      • Improved Arcane Lock
      • Traps
      • Other Ways to Beat a Trap
      • Repairing and Resetting Mechanical Traps
      • Weapons
    • Wondrous Architecture
      • Creating Wondrous Architecture
      • Disabling Wondrous Architecture
      • Wondrous Architecture Descriptions
  • Chapter 3: Strongholds in Your Campaign
    • Building a Stronghold
      • Location Location Location
      • Lining Up Workers
    • Running a Stronghold
      • Delegate
      • Making it Pay
      • The Ties that Bind
    • Protecting a Stronghold
      • For the Dungeon Master
      • Let Others Do Your Work for You
      • You Don't Live in a Vacuum
      • Keep a Low Profile
      • Use It or Lose It
      • Hire Those You Can Trust
      • Outposts
      • Keeping Watch
    • Assaulting a Stronghold
      • Strike Team
      • Laying Siege
      • Smoking Them Out
      • Attacking the Structure
      • Begin with the End in Mind
    • Commandeering a Stronghold
      • Welcome Home
      • Disarming a Stronghold
      • Containment or Abandonment
      • Rearming a Stronghold
      • Retrofitting a Stronghold
      • Retaining Staff
    • Destroying a Stronghold
      • Neutralizing It
      • Looting
      • Bringing it Down
      • Stealing it Away
  • Chapter 4: Example Strongholds
    • The Cheap Keep
      • The Basics
      • Getting In
      • The Interior
      • The Second Floor
    • The Coral Castle
      • The Basics
      • Getting In
      • Defense
      • Room Descriptions
    • The Dwarven Redoubt
      • The Basics
      • Getting In
      • Defense
      • Room Descriptions
    • The Gloating Tower
      • The Basics
      • Getting In
      • Defense
      • Room Descriptions
    • The Citadel of the Planes
      • The Basics
      • Getting Around
      • Plane of Shadow Rooms
      • Elysium Rooms
      • Arborea Rooms
      • Plane of Fire Rooms
      • Ysgard Rooms
      • Hell Rooms
      • Abyss Rooms
      • Astral Rooms
      • Plane of Water Rooms
      • Carceri Rooms

List of Tables[edit]

  • Table 1-1: Climate/Terrain Modifies to Stronghold Price
  • Table 1-2: Primary Settlement Modifiers to Stronghold Price
  • Table 1-3: Nearby Feature Modifiers to Stronghold Price
  • Table 1-4: Stronghold Sizes
  • Table 1-5: Construction Discounts from Spellcasting
  • Table 1-6: Landlord Funds
  • Table 2-1: Stronghold Components
  • Table 2-2: Heights and Depth Adjustments to Cost
  • Table 2-3: Sample Clusters
  • Table 2-4: Interior and Exterior Walls
  • Table 2-5: Wall Materials
  • Table 2-6: Freestanding Walls
  • Table 2-7: Wall Augmentations
  • Table 2-8: Doors
  • Table 2-9: Windows
  • Table 2-10: Locks
  • Table 2-11: Typical Staff Members
  • Table 2-12: Stronghold Locomotion
  • Table 2-13: Stronghold Mobility
  • Table 2-14: Stronghold Planar Mobility
  • Table 2-15: NPC binding Costs
  • Table 2-16: Base Cost and CR Modifiers for Mechanical Traps
  • Table 2-17: Raw Materials Costs and CR Modifiers for Magic Device Traps
  • Table 2-18: CR Modifiers by Poison Type
  • Table 2-19: Craft (Trapmaking) DCs
  • Table 2-20: Siege Weapons
  • Table 2-21: Special Ammunition
  • Table 2-22: Wondrous Architecture
  • Table 3-1: Elevation Bonus on Spot Checks



Back to Main PagePublication ListWizards of the Coast