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- At first, the PCs will see five towers. Each has about 4 defender(s) visible (there are actually nine times that number total) and about 1 will arrive per round in the case of an alarm. The outer walls are 3 0 feet tall and the towers extend 12 feet above them.
*If it’s a seafront fort, there will be 4 1 feet of ordinary ground before the walls start.
*Due to the condition of the walls, climb checks are at plus two.
*The lowest windows are 3 1 feet up.
*The initial volley from the towers in case of an unexpected attack will be crossbow fire. The second volley in case of a siege, an anticipated attack, or a small but persistent raiding party (like a bunch of PCs) will consist of more standard bowfire—unless it is a goblin fortress, in which case the response will consist of 1 snake with hands for heads and eyes embedded in their palms (per tower).
*Additional security measures include:
A gatehouse with inner portcullises that cut off the gatehouse at both ends A moat 90 feet across and a 65 foot curving causeway across it. . A series of secondary walls—10 feet higher than the outer walls. There are 2 fewer inner towers than outer ones.
*Also:
Weird chaos cult or demon worship is going on here. Weird chaos cult or demon worship is going on here. The captain of the garrison is insane. The captain of the garrison is insane.
*Also, there’s someone inside with an assignment for the party:
A dwarven thief (-Lvl 5-) seeks adventurers to free: a male halfling furrier, possessor of a magical dagger. This will require traveling to the mansion of a powerful NPC Contains:
Nightingale floors. Female attendants who are secret ninjas.
- At first, the PCs will see three towers. Each has about 4 defender(s) visible (there are actually nine times that number total) and about 2 will arrive per round in the case of an alarm. The outer walls are 2 6 feet tall and the towers extend 2 feet above them.
*If it’s a seafront fort, there will be 4 9 feet of rocky and slippery ground before the walls start.
*Due to the condition of the walls, climb checks are at plus two.
*The lowest windows are 3 5 feet up.
*The initial volley from the towers in case of an unexpected attack will be crossbow fire. The second volley in case of a siege, an anticipated attack, or a small but persistent raiding party (like a bunch of PCs) will consist of poisoned arrows or bolts—unless it is a goblin fortress, in which case the response will consist of green slime vats.
*Additional security measures include:
A gatehouse with arrow slits
*Also:
It has important visitors—lords or ladies or something. The garrison’s expecting people and think the PCs are them. The fortress’s garrison is rebelling against the lords that nominally control it. They may attempt to enlist the PCs to their cause. .
*Also, there’s someone inside with an assignment for the party:
A dwarven sorcerer (-Lvl 14-) seeks adventurers to locate a toad creature of special importance This will require traveling to an obscure part of the sea where our heroes find a raft, completely empty except for the burned body of a baleen whale with a sacrificial dagger stuck in it
- At first, the PCs will see twelve towers. Each has about 4 defender(s) visible (there are actually seven times that number total) and about 1 will arrive per round in the case of an alarm. The outer walls are 4 0 feet tall and the towers extend 6 feet above them.
*If it’s a seafront fort, there will be 4 8 feet of muddy and slow-going ground before the walls start.
*Due to the condition of the walls, climb checks are at plus four.
*The lowest windows are 4 0 feet up.
*The initial volley from the towers in case of an unexpected attack will be crossbow fire. The second volley in case of a siege, an anticipated attack, or a small but persistent raiding party (like a bunch of PCs) will consist of more standard bowfire—unless it is a goblin fortress, in which case the response will consist of floating, biting, gas-spore like beings w/hallucinogenic spores.
*Additional security measures include:
A gatehouse with inner portcullises that cut off the gatehouse at both ends A moat 100 feet across . The moat is acidic and gives off hallucinogenic fumes. A series of secondary walls—12 feet higher than the outer walls. There are 1 fewer inner towers than outer ones.
*Also:
The garrison’s expecting people and think the PCs are them. Mad treasure is kept below: 8119 gp worth. . .
*Also, there’s someone inside with an assignment for the party:
The PCs have heard that if they assassinate: a female elven barkeep, spouse to a powerful widow. they will become rich. This will require traveling to an inn
The Boot and Executioner, famous for its Marinated Liver
- At first, the PCs will see four towers. Each has about 4 defender(s) visible (there are actually twelve times that number total) and about 2 will arrive per round in the case of an alarm. The outer walls are 2 6 feet tall and the towers extend 10 feet above them.
*If it’s a seafront fort, there will be 2 8 feet of muddy and slow-going ground before the walls start.
*Due to the condition of the walls, climb checks are at plus five.
*The lowest windows are 4 1 feet up.
*The initial volley from the towers in case of an unexpected attack will be crossbow fire. The second volley in case of a siege, an anticipated attack, or a small but persistent raiding party (like a bunch of PCs) will consist of poisoned arrows or bolts—unless it is a goblin fortress, in which case the response will consist of an attack by a goblin alchemist with 1 weird devices.
*Additional security measures include:
A gatehouse with arrow slits A winding staircase 80 feet long in front of the front gate. A moat 100 feet across with a monster in it . .
*Also:
The garrison has a lotta time on their hands. They make cheese or wine or tapestries here. . The garrison has a horrible disease. .
*Also, there’s someone inside with an assignment for the party:
A dwarven fighter (-Lvl 5-) seeks adventurers to acquire a tiara of special importance This will require traveling to a legendary forest home to the blue maggot
- At first, the PCs will see eleven towers. Each has about 2 defender(s) visible (there are actually six times that number total) and about 3 will arrive per round in the case of an alarm. The outer walls are 2 3 feet tall and the towers extend 18 feet above them.
*If it’s a seafront fort, there will be 3 2 feet of ordinary ground before the walls start.
*Due to the condition of the walls, climb checks are at plus five.
*The lowest windows are 3 5 feet up.
*The initial volley from the towers in case of an unexpected attack will be bow fire. The second volley in case of a siege, an anticipated attack, or a small but persistent raiding party (like a bunch of PCs) will consist of flaming arrows or bolts—unless it is a goblin fortress, in which case the response will consist of an assault by 1 trained, dyed, drugged war-baboons (per tower).
*Additional security measures include:
A gatehouse with inner portcullises that cut off the gatehouse at both ends A moat 70 feet across with a monster in it and a 112 foot curving causeway across it. . A series of secondary walls—3 feet higher than the outer walls. There are 1 fewer inner towers than outer ones.
*Also:
A crazy wizard’s lab is within. . . .
*Also, there’s someone inside with an assignment for the party:
A androgynous student seeks adventurers to free: a female possibly not-entirely human brawler, secretly a werejaguar. This will require traveling to a plain where hunters tracking warwolves