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- At first, the PCs will see four towers. Each has about 2 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 7 feet tall and the towers extend 8 feet above them.
*If it’s a seafront fort, there will be 2 2 feet of muddy and slippery ground before the walls start.
*Due to the condition of the walls, climb checks are at plus one.
*The lowest windows are 3 6 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 4 snake with hands for heads and eyes embedded in their palms (per tower).
*Additional security measures include:
A gatehouse with arrow slits
*Also:
Poisonous or carnivorous mold, vines, algae cover everything. The garrison protects itself with bizarre filter masks or injections. . The fortress is partially made of a colossal animal skeleton. .
*Also, there’s someone inside with an assignment for the party:
The PCs have heard that if they safely transport a crawling claw of special importance they will become rich. This will require traveling to an island
- At first, the PCs will see twelve towers. Each has about 4 defender(s) visible (there are actually nine times that number total) and about 4 will arrive per round in the case of an alarm. The outer walls are 4 1 feet tall and the towers extend 14 feet above them.
*If it’s a seafront fort, there will be 2 6 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 flaming arrows or bolts—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 barbican with murder holes and arrow slits in front of the gatehouse as well as portcullises that cut off escape A winding staircase 80 feet long in front of the front gate.
*Also:
A princess locked up in a tower needs to be rescued. . . .
*Also, there’s someone inside with an assignment for the party:
The PCs have heard that if they free: a female witch (-Lvl 15-), ex-lover of a powerful ferrier. they will become rich. This will require traveling to the palace of the ruler or local lord
At first, the PCs will see six towers. Each has about 2 defender(s) visible (there are actually three times that number total) and about 4 will arrive per round in the case of an alarm. The outer walls are 4 7 feet tall and the towers extend 12 feet above them.
*If it’s a seafront fort, there will be 2 5 feet of muddy and slow-going ground before the walls start.
*Due to the condition of the walls, climb checks are at plus one.
*The lowest windows are 4 7 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 more standard bowfire—unless it is a goblin fortress, in which case the response will consist of a goblin maggot priest.
*Additional security measures include:
A gatehouse with murder holes,
*Also:
The fortress’s garrison is rebelling against the lords that nominally control it. They may attempt to enlist the PCs to their cause. A crazy wizard’s lab is within. . .
*Also, there’s someone inside with an assignment for the party:
It seems a dagger will grant great power to any who possess it. This will require exploring a cosmopolitan city, known for its seething markets as well as its cyclopedian buildings
Also:Rat or other familiar through which resident or allied wizard will remotely notice intruders and cast spells. May bide its time and see what the intruders are all about.
- At first, the PCs will see three 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 1 7 feet tall and the towers extend 16 feet above them.
*If it’s a seafront fort, there will be 2 5 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 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 attack by a goblin alchemist with 4 weird devices.
*Additional security measures include:
A gatehouse with murder holes, A moat 100 feet across with a monster in it . .
*Also:
The fortress garrison is being attacked by a monster when PCs arrive. . The fortress garrison is a bunch of lazy drunken debaucherous irresponsible louts. .
*Also, there’s someone inside with an assignment for the party:
Rumors suggest clever and ambitious souls will find great riches if they investigate a boisterous temple of a long-dead faith based on the worship of a god associated with sacred beggars
- At first, the PCs will see seven towers. Each has about 3 defender(s) visible (there are actually four times that number total) and about 3 will arrive per round in the case of an alarm. The outer walls are 0 feet tall and the towers extend 12 feet above them.
*If it’s a seafront fort, there will be 3 7 feet of rocky and slippery ground before the walls start.
*Due to the condition of the walls, climb checks are at minus four.
*The lowest windows are 4 7 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 a goblin witch casting a spell.
*Additional security measures include:
A gatehouse with arrow slits A moat 100 feet across and a 161 foot curving causeway across it. .
*Also:
The fortress is built on stilts, struts and pillars. The captain of the garrison is insane. . The garrison has a lotta time on their hands. They gamble on basilisk fights or whatever here.
*Also, there’s someone inside with an assignment for the party:
Rumors suggest clever and ambitious souls will find great riches if they investigate a cave complex
- At first, the PCs will see ten towers. Each has about 2 defender(s) visible (there are actually eleven times that number total) and about 3 will arrive per round in the case of an alarm. The outer walls are 1 8 feet tall and the towers extend 16 feet above them.
*If it’s a seafront fort, there will be 2 2 feet of muddy and slippery ground before the walls start.
*Due to the condition of the walls, climb checks are at minus two.
*The lowest windows are 3 7 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 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 barbican with murder holes and arrow slits in front of the gatehouse it has no roof. as well as portcullises that cut off escape
*Also:
The captain of the garrison is insane. . . The fortress architecture is bizarre.
*Also, there’s someone inside with an assignment for the party:
A innkeeper seeks adventurers to frame a female elven animal trainer, spouse to a powerful musician. for a crime This will require traveling to a somewhat inhuman-looking temple of a long-dead faith based on the worship of light