Castle Query [Archive] - Wizards Community

Post/Author/DateTimePost
Marche462

03-26-04, 08:33 PM
Im DMing a campaign (this is my first one, dont hurt me!) and im kinda confuddled. Im making a castle for the PCs to get through (theres about 6-7) and i want the whole thing to be tough, but not impossible. The reason im confused is because i dont know how tough to make each of the encounters. Like i said, i dont want it to be impossible, but i dont want them just fighting bats and stuff. I want the enemies they fight to have some substance. Plus there is a "boss" at the end. Is there a way i can do this so that the PCs dont die by the end?
Autosponge

03-26-04, 09:38 PM
More importantly, make it real.

I suggest reading an article or book on creating dungeons. But if you can't, just try to answer the basic questions: Who lives here? Why? How did they find the place or secure it or wrest if from the previous owners? What else could exist here with or without the knowledge and support of the 'owner'? What are the routines of the inhabitants? How do they take care of their needs (food, water, refuse, etc)?

Next thing to do is make it alive. The things there have motivations. It may be to take the place over for themselves, or just survive and stay out of the PCs' way. Some may try to recruit the PCs to their side of a conflict, others will attack on sight. These things should be worked out ahead of time.

Once you have some of that down, you're set.
His Majesty

03-27-04, 01:15 PM
I agree with Autosponge, but there are other things to consider.

What is your party's level? That's pretty important, since you're asking for help with building a set of battle encounters, if I understand you correctly.

Give us more details about the castle, too.
Sucineri

03-27-04, 01:59 PM
Well..main low level bad guy would be the goblin..if you read their entry in the monster manual it will mention a couple other monsters by name..so write down goblin, then follow it to hobgoblin and whatever else goblin's entry mentions..then read their entries and they should have other monsters..so eventually you will end up with about 10 or more monsters that aren't extremely high levels..and you will be able to find some sort of chain of command..in about 5 minutes I was able to get this amount of info for goblins..may be more, I just didn't read it all.

Goblins - Worg Riders, occasionally commanded by Hobgoblins and Bugbears through bullying.
Orcs - Occasionally commanded by Hobgoblins through bullying.
Attack Elves and Dwarves on sight.
Hobgoblins - Occasionally command Goblins or Orcs through bullying.
Attack Elves on sight.
Gnolls - Brief alliances with Bugbears, Hobgoblins, Ogres, Orcs, or Trolls.
Take Humans, Orcs, and Hobgoblins as slaves.
Bugbears - Occasionally command Hobgoblins and Goblins through bullying.
Worgs - Goblin Mounts or Guard.

I was actually able to get to trolls somehow..and ogres, but I didn't get the connections in the chain cuz like I said..only 5 minutes.
Kash Darreder

03-27-04, 03:51 PM
Well mainly I would throw encounters at about 2 or 3 CR lower than the party agaisnt them with some 1 CR lower officers for flavor.

Then perhaps one 1 higher CR bodyguard to soften them up before the BBEG make his/her appearance.

KD
krichaiushii

03-27-04, 06:48 PM
Remember that if an alarm is sounded or the defenders are waiting for the PCs to arrive, then the party can be overwhelmed by waves of weaker defenders. Sure, the first few waves are easily taken care of, but the ones that come after prove more dangerous as the PCs have used up most of their resources - and the more experienced troops come up.

Also, many places built for defense will have prepared positions to fall back to in case the first line of defense is breached. These prepared positions provide cover and concealment to the defenders, and potentially high ground and flanking opportunities. Sally ports may also be available for launching a counterattack at an invader's rear echelons.

Aid another, reach weapons, and distance weapons are wonderful tools for defenders.

Consider also spell, mundane item, and magic item use of the defenders. Depending on what is available, the PCs could be in for some nasty surprises.

Pets (in the form of guard dogs) make wonderful associates of the regular guards. Being able to use scent to find invisible or hidden invaders is a definite plus.

So, please tell us the level and class breakdown of your PCs, as well as the type(s) of opposition you would like them to deal with. The more focus you can provide the board, the better our advice.
Marche462

03-27-04, 07:58 PM
Oh, im sorry. I meant to put all that stuff in, but i was really pressed for time. Heres the basic layout of the party. There are six PCs for sure, mostly 3rd lvl (i know, a castle is kinda ambitious for weaker characters, but its kinda important to the plot.) Anyhoo, i have a Half-Orc Paladin, Human Cleric (with healing), elven rouge, half-elf druid, Human wizard2/fighter1 (i think hes going to be a spellsword), and a dwarf fighter. Umm, i would like for them to fight undead at least at some point, because the super-evil big guy at the end of the game is going to be a necromancer (cliche, i know, but hey its my first shot.) The castle is actually a floating castle (that is, its in the sky :) :) ) and its "epicenter" so to speak is a giant spire that goes through the middle. It is three floors, although i dont expect the PCs will find the dungeons because they are pretty well hidden, and it has two big turrets that are fairly easily accesable-i dont think i spelled that right. The castle is run by (and this can be changed) a mindspy. The mindspy is a general to the necromancer. Keep in mind most of this is tentative, it can easily be changed. I also wanted to have a little skirmish before they even enter the castle with something like gargoyles, or some other such "guardian" like creature. If there is anything else you need to know, just ask.
Marche462

03-27-04, 08:00 PM
OH and also. THe castle isnt exactly well-kept either. That is, its mostly deserted. THe mindspy usually keeps to his study when he is in this castle. He does, however, send minions to patrol. But i want to give the castle that kindof abandoned, haunted mansion sort of feel while still leading the PCs to believe there is actually something dwelling there.
krichaiushii

03-27-04, 10:08 PM
If its a floating/flying castle, how does a party of 3d level PCs expect to reach it? As it sounds more like an inhabited ruin than anything else, it actually makes things easier.

Also, if you plan to use any creature with DR or that is incorporeal, provide your PCs with opportunities to get weapons that pierce said DR or incorporealness.

Anyhow, good undead grunts at this level include skeletons and zombies. One is resistant to all but bludgeoning weapons, and the other to all but slashing weapons. Throw a few waves at the PCs to exhaust their turn attempts and spells, and they should be scared. Arm a few of them with MW weapons to both frighten and reward the PCs.

The drawback is that ranged attacks pretty much fail due to DR, and they are immune to the rogue's sneak attack. And they never run unless turned.

Flying creatures may be holed up in the unused/more ruined areas. Stirges, bats, and maybe a harpy could all be around. In fact, if the necromancer is not the original builder of the castle, perhaps evidence of this entity can be found - if only in passing. But it makes a good reason for a totally unrelated treasure trove to be discovered.

Try to include aspects of the adventure that highlight each PCs' class abilities. Combat covers the fighter and paladin, the undead the cleric, perhaps the wizard's magic is what gets the party to the castle, leaving the rogue and the druid. Locks to picked and traps to be found and disarmed should satisfy the rogue. As to the druid, perhaps the castle has an overgrown garden/orchard/courtyard where the druid's powers can be demonstrated?

This same logic can be used regarding races. The castle being stonework might showcase the dwarf's racial abilities, while the elf might find a number of unlooked for secret doors.

Being unfamiliar with the mindspy, I can't help there.

Generally speaking, try to plan out the tactics of the intelligent opponents ahead of time - spells to buff with, locations to go to, items to use, priority of attacks, when and how to run away. Doing this helps to provide a better feel for the NPC, as well as to ensure his assorted capabilities are well-used.

Lastly, a necromancer able to raise and maintain both a floating castle and numerous undead will likely be FAR more powerful than your PCs can hope to tackle. Perhaps the mindspy general IS the BBEG for this particular adventure, with information leading to the eventual battle with your necromancer sometime later.
Marche462

03-28-04, 11:13 AM
Ok, first of all, you have great ideas. Secondly, im planning on having the pcs reach the castle by airship. (kinda like in FFIX). Thirdly, im sorry if this wasnt clear enough, but the necromancer is the BBEG at the END of the entire game, not this adventure. The mindspy just kinda like a general. I also wanted to include some riddles, or other puzzles for the PCs to solve, so they dont get bored of just combat all the time. Oh yeah, and the mindspy is found in the complete warriors guidebook. its kindof a sorcerer/telepath/fighter. its wierd, i know.