Shining Wrath
2013-10-09, 03:44 PM
Imagine, if you will, that you are building a fortress in a D&D 3.5 world.
Definition: A "fortress" is an area designed to defend something or someone. It can be above or below ground, have walls or not, rely on physical barriers, magic, traps, and / or guards in any combination.
For example, you may be a Big Bad Evil Guy with a fortress lair. Or you may be the Treasurer of the Kingdom, building a fortress to keep the kingdom's crown jewels safe.
Assumption #1: To a level appropriate degree, you have access to Tier I spellcasters, and are completely aware of everything they are capable of doing. You also know about rogues, Use Magic Device, assassins, every race extant on the planet, Diplomacy, Intimidate, Bluff, et cetera, et cetera.
By "level appropriate degree" (hereafter l.a.d.) I mean that, e.g., the village sheriff at level 1 may have met a wizard once and knows the local cleric can do some stuff, while a level 20 BBEG will have numerous high level Tier I casters in his employ.
So, what will a good fortress designer do?
To a l.a.d.:
The fortress will be protected against flight. There will be roofs in places a "real world" fortress wouldn't bother. There will be more archers than a "real world" fortress might have. There might be catapult ammo designed to deal with flying creatures. Roofs will be designed to deter landing on them. Under no circumstances will it be possible to bypass a high level fortress by flying past most of it to the BBEG / treasure. Inside the fortress, roofs will usually be low enough that flight provides no advantage.
The fortress will be protected against spying. Thin layers of lead metal are placed on roofs, between courses of stone in the walls, and so on. Magical protections will be in place at higher levels. Illusions will be used at higher levels. There's not too much to be done about "Contact Other Plane" except to vary the defenses - move patrols around, change their composition, et cetera.
The fortress will be protected against teleportation and Gate. At higher levels this will extend into the astral and ethereal planes. There's not much point to a fortress if someone can just hop into the middle of it, take whatever is being protected, and vanish. At higher levels this extends to teleportation within the fortress; you can't climb over the wall, get into the fortress, and then teleport to the desired room.
Players may have to allow the DM a certain level of "Hogwarts rules" here; JK Rowling never really explained why it was that wizards couldn't teleport into Hogwarts, and the players may have to allow the DM to just decree that no, you can't do that.
There will be patrols. At higher levels, if the patrol is mundane (e.g., a bunch of giants), someone will be carrying an item with Antimagic Field cast upon it.
There will be protections against invisibility and illusion at higher level. Key choke points within the fortress are likely to have permanent anti-magic fields, which has the triple benefits of protecting the mooks, revealing invisible and illusion-covered creatures, and protecting the locks on the doors from Knock, Chime of Opening, etc.
Guards at the gate will have instructions that cover most Diplomacy / Bluff attempts. At higher levels, some of the guards may be deaf, or guards which speak disjoint languages so that you can't possibly persuade all of them at once.
Not every place the PCs need to go will be a fortress, and not every fortress will be well-designed in terms of all these aspects of fortress design. Dwarves might forget to protect against flight within their mines, or something like that.
However: some important encounters should involve well-designed fortresses which cover all the bases.
:smallredface:Did I miss any important aspects of fortress design?
:smallcool:I've seen people say that anything a party can do, a Tier I caster can solo. Is that still true within a well-designed fortress?
EDIT:
The walls need to be protected against passwall in some fashion - again, no point in having a fortress that anyone can bust through. Supplement the thin layer of lead with a layer of iron. Make them bust down the iron and attract the patrol.
Definition: A "fortress" is an area designed to defend something or someone. It can be above or below ground, have walls or not, rely on physical barriers, magic, traps, and / or guards in any combination.
For example, you may be a Big Bad Evil Guy with a fortress lair. Or you may be the Treasurer of the Kingdom, building a fortress to keep the kingdom's crown jewels safe.
Assumption #1: To a level appropriate degree, you have access to Tier I spellcasters, and are completely aware of everything they are capable of doing. You also know about rogues, Use Magic Device, assassins, every race extant on the planet, Diplomacy, Intimidate, Bluff, et cetera, et cetera.
By "level appropriate degree" (hereafter l.a.d.) I mean that, e.g., the village sheriff at level 1 may have met a wizard once and knows the local cleric can do some stuff, while a level 20 BBEG will have numerous high level Tier I casters in his employ.
So, what will a good fortress designer do?
To a l.a.d.:
The fortress will be protected against flight. There will be roofs in places a "real world" fortress wouldn't bother. There will be more archers than a "real world" fortress might have. There might be catapult ammo designed to deal with flying creatures. Roofs will be designed to deter landing on them. Under no circumstances will it be possible to bypass a high level fortress by flying past most of it to the BBEG / treasure. Inside the fortress, roofs will usually be low enough that flight provides no advantage.
The fortress will be protected against spying. Thin layers of lead metal are placed on roofs, between courses of stone in the walls, and so on. Magical protections will be in place at higher levels. Illusions will be used at higher levels. There's not too much to be done about "Contact Other Plane" except to vary the defenses - move patrols around, change their composition, et cetera.
The fortress will be protected against teleportation and Gate. At higher levels this will extend into the astral and ethereal planes. There's not much point to a fortress if someone can just hop into the middle of it, take whatever is being protected, and vanish. At higher levels this extends to teleportation within the fortress; you can't climb over the wall, get into the fortress, and then teleport to the desired room.
Players may have to allow the DM a certain level of "Hogwarts rules" here; JK Rowling never really explained why it was that wizards couldn't teleport into Hogwarts, and the players may have to allow the DM to just decree that no, you can't do that.
There will be patrols. At higher levels, if the patrol is mundane (e.g., a bunch of giants), someone will be carrying an item with Antimagic Field cast upon it.
There will be protections against invisibility and illusion at higher level. Key choke points within the fortress are likely to have permanent anti-magic fields, which has the triple benefits of protecting the mooks, revealing invisible and illusion-covered creatures, and protecting the locks on the doors from Knock, Chime of Opening, etc.
Guards at the gate will have instructions that cover most Diplomacy / Bluff attempts. At higher levels, some of the guards may be deaf, or guards which speak disjoint languages so that you can't possibly persuade all of them at once.
Not every place the PCs need to go will be a fortress, and not every fortress will be well-designed in terms of all these aspects of fortress design. Dwarves might forget to protect against flight within their mines, or something like that.
However: some important encounters should involve well-designed fortresses which cover all the bases.
:smallredface:Did I miss any important aspects of fortress design?
:smallcool:I've seen people say that anything a party can do, a Tier I caster can solo. Is that still true within a well-designed fortress?
EDIT:
The walls need to be protected against passwall in some fashion - again, no point in having a fortress that anyone can bust through. Supplement the thin layer of lead with a layer of iron. Make them bust down the iron and attract the patrol.