Stronghold Builder's Guidebook
Jump to navigation
Jump to search
|
| |||||||||||||||||||
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
- Step 1: Select a Site
- 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
- Component 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
- Building a Stronghold
- 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
- The Cheap Keep
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 Page → Publication List → Wizards of the Coast