How to Run a Guard House [Archive] - Wizards Community

Post/Author/DateTimePost
kinjojones

02-09-06, 01:46 AM
This could contain some potential spoilers for the Shackled City set of modules so: Be Warned. If you haven't played it or are going to be playing it you might want to hit the back button.












Our party has been delving into the dungeon directly below the city. We've already taken out the ring leaders of the slavers who have been doing business there. We've discovered that it has an entrance to the Underdark. Our characters all being more or less part of the city watch have decided to propose to the captain of the guard the concept of reclaiming the old dwarven fortress for the city and using it as a base of operations for defense of the city from any Underdark denizens that may want to prey on us. The DM himself has told us he thinks that's a pretty good idea so we're pretty sure we can get the captain to go for it.

We also think we want to request that we be put in charge of this new Guard House under the city. Seeing as how our party has become sort of the SWAT team of the city and because we've already cleared half the dungeon. So we don't think it will be too far fetched a request.

Essentially we want to use it for our own base of operations for our adventuring in the area as it has access points all over the city and access to the UnderDark which I imagine we'll be eventually making trips to. But once we've set up shop what should we expect? How exactly does one run a guard house? I imagine it would be similar to but not exactly like running your own keep, but I myself have never run a character who got his own keep before.
Malruhn

02-09-06, 10:46 PM
Well, start with your "has to-gots to" have people.

It is a guard house (I've never read the adventure). You need guards. On guard at any time, is a BASE, base, base minimum of two people... then you need at least four shifts and one guard captain to run the schedule. I don't know how big the place is, or what exactly it is supposed to do. If it is a warning tower, you will need at least three on guard - two roving guards or sentries, and a guy on the gong/horn/warning fire. If it is a skirmish tower that is supposed to repel invaders or attacks, then you need many more fighters...

Now you need support.

Food. You need at least two cooks, two stable hands, and then sundry stuff.

How isolated are you? If you are way out, you will need smiths to repair/replace armor and weapons. You will need a leather-worker to repair leather armor. Possibly some farmers and shepherds for flocks of food-on-the-hoof.

Tell me more and I will give you more. ;)
kinjojones

02-09-06, 11:14 PM
Thanks for the input.

the fortess itself is underground and relatively close to the city being that it is directly beneath the city. Apparently there's openings to one layer all over the city, but one particular entrance leads right next to the elevator down to the fortress level. Both the mid level and the fortress level are set up with barracks, kitchen and smithies. The fortess had been used for black market slaver activities using the unsuspecting city above as a source of slaves in the form of kidnappings. The guard would be instituted to prevent future incursions.

I'd say the mid level is about the size of an average highschool and the fortress level about the size of a large mall.

The lowest level has a direct entrance to the Underdark and the primary function of the fortress would be a first line of defense.
Louist

02-09-06, 11:15 PM
Sadly, the list goes beyound that. You will need servents for general cleaning and odd jobs. If you are in a fair sized building (8+ rooms) you'll want at least two. Remember, we're using chamber pots here. Chances are you don't want to take a break from clearing out drow and umberhulks only to carry a steaming bucket of -ick- to the closest pit. You also need them as aides to the rest of your staff. Ie: buying the food your cook will cook with. Bringing back pig iron and wood for your smith. Etc etc etc. You may be wise in paying someone to do general maintenance as well.

You will also want a steward or similar, in order to do the book keeping and related details. He should be the one running the 'civilian' aspects of your fortress while you are away. He pays the wages, makes sure the pantry is stocked, and commisions teamsters and the likes when it is appropiate.

You also need to settle who will be paying for the maintanence of the fortress. It's not cheap!
Also- a great help would be grabbing the Leadership feat when possible. More guards!

Since you beat me to it: With something that large you want a good 4-5 general servants. As for guards, 18-20 should be minimum, if the PCs are generaly near or below in the underdark itself. That allows for 3 6 man shifts a day. You should also look in the city above for a healer (non-magical) to cover general maladies and clean simple wounds.
kinjojones

02-09-06, 11:30 PM
Indeed. we're 4th level and we ought be be 6th by the time we've fully cleared out the dungeon and can even think about moving in. I imagine the city would foot the bill. It's a pretty major metropolis and once some issues within the government are settled there should be some extra cash that could go towards the public good. Otherwise the party itself might have to pay for it out of pocket (shucks and I'm already down 40 sp a month feeding street urchins :D )

I imagine it would cost a great deal more than 40 sp a month. Anyone want to wager a guess?

I'm afraid I can't get accurate dimensions to it as we have only mapped about half of it ourselves. But it doesn't seem terribly large. I mentioned previously I think it might be about the size of a large mall on the lowest level and a avergae highschool in the mid level.
Louist

02-09-06, 11:43 PM
Wages are posted somewhere in the DMG for the people I've listed. Add to that food, resources, maintenance.... arms and armor... You're going to be looking at a small sum for adventurers, all things considered. 10-20 plat pieces a month at the outside.

Of course if the city wants an actual fighting host down there (ie something that could repel the denziens of the underdark, not just get a warning to the city before being slaughtered) You are looking at a large group of fighters and a few clerics and wizards. And their services are not cheap! No standard city watch can handle this kind of duty. You would want the army's (if there is one) elite, or a crack guard of the king/nobles/council/whathave you. The city by all rights should be paying for it, though if you are planning on sticking around for long, ask to take over the details for a monthly retainer's fee of a few hundred gold a month. With leadership (when you get it) you could be making a steady (if small) profit from the whole thing.
Louist

02-10-06, 03:36 PM
Oh man- I just can't seem to get everything thought out and placed in one post. A great book to pick up (if you can justify its relatively limited applications) is the Stronghold Building Guide by WoTC.