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| #1dawnbringerMay 13, 2008 17:18:26 | I posted this in the regular forum, so i thought i'd also post this here for you guys to see. Note: The prices are in a table of their respective sections. Hello everyone. After buying the dungeonscape book and looking through all the juicy new potential stronghold builders material, but not seeing any prices for any of the stuff, i got quite p!ssed off about it. So, i've decided to put this together for everyones use. This includes all the stuff from the book and some ideas of my own. (If i've missed anything please tell me). Also, if you dissagree with any of the prices, also tell me. Walls of Air I am not reprinting what dungeonscape has said on walls of air, I am adding my own stuff to the walls. Crossing through a typical wall of air requires a successful Strength check (DC 10 +2 for every 6 inches over 1 foot). Treat this as the break DC for the purposes of the magically treated enhancement. If both the inner and outer wall of a stronghold space are made of air, then the ranged weapons which have a 30% chance to miss instead automatically miss, and things like a giant-thrown boulder, a siege engine projectile, and other massive ranged weapons have a 30% miss chance instead of being unaffected. It also requires 2 strength checks to get through such a wall. Holes can be left in the walls for windows, or parts can be made invisible by permanent invisibility (for those airy walls that aren’t transparent, see below). Airy walls typically can’t support normal doors, so an archway can be made into the walls for free, or a specifically made door can be attached (see the doors section below). Alternatively, a wall of air can be made from vapour, smoke, or gaseous spell effects. A wall of vapour is somewhat opaque; it can be of any colour and provides concealment (20% miss chance) to those on the other side. A wall of smoke provides total concealment (50% miss chance) and presents a greater hazard to air-breathing creatures. If such a creature does not hold its breath while passing through the wall or spending 1 or more rounds within the smoke, it must succeed on a DC 15 Fortitude saving throw (+1 per previous check) or spend 1d4 rounds choking and coughing, unable to take any action other than movement and defence. In a stronghold made entirely of air, a wall of smoke should be used on stronghold spaces that require privacy. If you want to make your walls from a gaseous spell effect (such as a stinking cloud spell), then it will cost an extra 1000 x spell level x 2 gp. Any expensive materials and XP costs must be paid. Air breathing characters that pass through such walls are subject to their effects if they do not take adequate precautions such as holding their breath. Stronghold spaces with walls of air have the cost of the Flying Enhancement by 50% and the cost of any speed enhancement by 50% as long as the stronghold space is also flying. HP: N/A; Break DC: 18* Walls of Blood Rock HP: 12 per inch of thickness; Break DC: 20 +1 per inch of thickness. Brimstone My own idea Black, crusty and charred looking, brimstone is easy to build and repair. They are also easy to destroy with the right tools. Cold damage overcomes the walls hardness and deals half again as much damage. Brimstone is immune to fire damage. Strongholds made of brimstone are only viable in extremely hot conditions or when protected by the cold by an appropriate elemental protection augmentation. Brimstone is half price in hot climates. HP: 3 per inch of thickness; Break DC: 15 +1 per inch of thickness. Walls of Deadwood HP: 9 per inch of thickness; Break DCL 14 +1 per inch of thickness. Walls of Elementum HP: 12 per inch of thickness; Break DC: 20 +1 per inch of thickness. Walls of Fire/Freeze/Acid/Electricity This wall isn’t available underwater. Walls of Flesh I am not copying the dungeonscape descriptions, i have added my own stuff to the walls of flesh Each wall piece comes with a free set of eyes on the wall (which in addition to their disturbing appearance, might be combined with divination magic to alert the stronghold owner) and a free gaping maw both on the floor and on the wall. The maw on the wall bites anyone who touches it (attack +5, 1d6 damage), and the ones on the floor bite those who pass by. You can add extra eyes of maws for an extra 1,000 gp each. (They fill a 5-ft. square). You can also make one 5-ft section of the floor difficult terrain (bulging muscles and pulsing organs) and one 5-ft section light rubble (scales, eyes and other irregularities) for free. Any extras also cost an extra 1000 gp each. HP: 5 per inch of thickness; Break DC: 18 +1 per inch of thickness Walls of Insects The wall is not solid, but crossing requires a strength check (DC 15 +2 for every 6 inches over 1 foot). Treat this as the break DC for the magically treated enhancement. HP: 3 per inch of thickness; Break DC: 15 + 2 for every 6 inches over 1 foot. Walls of Mage Stone HP: 12 per inch of thickness; Break DC: 20 +1 per inch of thickness. Walls of Magma The wall is not solid, but crossing through requires a successful strength check (DC 20 +2 for every 1 ft. after 3 ft.). Treat this as the break DC for the purposes of the magically treated enhancement. The floors of such a room are magically strengthened to support weight. Walking on such a surface deals 2d6 points of fire damage per round. Alternatively, you can make the floor partially cooled, forming a hard crust that is safe to walk on (treat as light rubble), with as many as two patches of (5-ft. by 5-ft.) open lava. .). Doors that are attached to a stronghold space made of magma have to be made magically immune to fire, costing an extra 500 gp. This wall isn’t available under water. HP N/A; Break DC: 20 +2 every 1 foot after 3 foot. Walls of Ooze Opening a hole in a wall of ooze requires a successful DC 20 strength check, but the passage is temporary and closes again after 1d4 rounds. Treat this as the break DC for the magically treated enhancement. HP: 3 per inch of thickness; Break DC: 20 Walls of Plants Made from knotted vines, leathery leaves, and living bark, plant walls are a favourite among druids. As long as the plants have an ample supply of water and light, the wall repairs any damage dealt to it at a rate of 5 points per day. Plant growth restores a damaged section to its full hit points immediately. Without an ample supply of water and light, a plant wall withers and dies within a month, and completely deteriorates after 3 months. Alternatively, you can make a stronghold space with walls formed of fungus, which require only water to maintain, as long as some other food source is available. The corpses of monsters and unfortunate adventurers usually suffice. HP: 8 per inch of thickness; Break DC: 10 +1 per inch of thickness. Walls of Souls The floors of such stronghold spaces are magically supported, but otherwise confer no negative effect. HP: N/A; Break DC: N/A Walls of Water Again, some of my own stuff with the walls The wall is not solid, but crossing through requires a successful Swim check as through still water. Treat this as the break DC for the magically treated enhancement. At your option, you can have any amount of 5-ft. squares contain open water, which are nearly impossible to see (Spot DC 25). Such holes might drop someone into a water-filled level below, or simply act as drowning pits. Alternatively, for an extra 2000 gp, you can give the walls a strong flow, increasing the Swim checks accordingly. HP: N/A; Break DC: Special Walls of Webs With my own stuff. Spun by normal and monstrous spiders, walls made from webs are a common feature in the strongholds of drow and other subterranean creatures. Breaking through a wall of webs requires a DC 20 Strength check. Anyone who fails the check by 5 or more becomes stuck and must make a successful DC 15 strength check to pull free (a full-round action). Alternatively, a creature stuck in a wall of webs can attempt another DC 20 Strength check to emerge on the other side. Doing any of this with a swarm of monstrous spiders attached causes them to attack the creature. A destroyed section of a wall of webs is repaired in 1 day as long as adjacent sections contain any living spiders. The price given is for a wall that contains no spiders. For an extra 5,000 gp, you can add a swarm of monstrous spiders to each section of the wall. HP: 2 per inch of thickness; Break DC: 20 |
| #2dawnbringerMay 14, 2008 3:20:56 | bump |
| #3dawnbringerMay 14, 2008 12:33:28 | edit |
| #4sinfire_titanMay 14, 2008 12:44:49 | One: You are bumping too often. It usually is bad form to bump more than once every 24 hours. Two: The forums do not move anywhere near as fast as a Chat Room. Give it between three to five days before asking if no one likes it. Three: This information is all ready present in the Dungeonscape book. You have just reprinted an entire section of copyrighted materials and posted it in a public place, and did not have the permission of the publisher or WotC. You need to delete it before you get in serious trouble (and trust me, the least of your worries is getting banned from the forums for at least 6 months). Edit: I mean to say that you just reprinted the rules for the effects, rather than simply posting what you think the prices should be (what you should have done). This violates the Code of Conduct, and is usually punishable by the court of law. |
| #5dawnbringerMay 14, 2008 13:18:34 | One: You are bumping too often. It usually is bad form to bump more than once every 24 hours. Sorry about point one and two: I don't normally come to the charOP boards, and i thought people responded quickly here. As for three: I actually changed a lot of stuff about the material i printed. Note what I've done with the wall of air. I've added 2 paragraphs of new stuff for the wall of air. (Though i have deleted some stuff I shouldn't have reprinted). Water lock doors, I've changed how they work completely. + more changes. I've added some ideas of my own. So as you can see, what I did wasn't nearly as bad as you thought. (But thanks for pointing it out). |
| #6sinfire_titanMay 14, 2008 13:26:56 | Sorry about point one and two: I don't normally come to the charOP boards, and i thought people responded quickly here. Now that I look it over, I can see where you made the changes. Dungeonscape was poorly organized, if a great read. Like I always say, Blame the Editors. |
| #7dawnbringerMay 15, 2008 3:21:04 | I think nows the time this calls for a ![]() |
| #8jameswilliamogleMay 15, 2008 7:37:34 | I wonder if we can make a ninja out of that void door... Permanancy Animate Object + Awaken Construct + that magic item that gives stealth boni to doors + Tomb Tainted Soul FTW! Seriously, though, the prices look fine to me. It seems like a very specific application though: PCs in this day and age rarely want to build castles/dungeons, and DMs have unlimited potential. |
| #9dawnbringerMay 15, 2008 8:20:38 | Actually, I think you'd be suprised. I think a lot of people make or would like to make strongholds. My wizard is certainly going to build a stronhold, and part of this is so i can use some of those in my stronghold too . |
| #10dawnbringerMay 18, 2008 6:57:53 | bump |