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- At first, the PCs will see four towers. Each has about 2 defender(s) visible (there are actually ten times that number total) and about 3 will arrive per round in the case of an alarm. The outer walls are 4 8 feet tall and the towers extend 14 feet above them.
*If it’s a seafront fort, there will be 1 7 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 3 3 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 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 inner portcullises that cut off the gatehouse at both ends
*Also:
Weird chaos cult or demon worship is going on here. . The fortress garrison is being attacked by a monster when PCs arrive. .
*Also, there’s someone inside with an assignment for the party:
Rumors suggest clever and ambitious souls will find great riches if they investigate an underground complex containing
These traps: a room that crushes those who enter - sprays sauce which makes the victim smell delicious to monsters nearby, gaping steel jaws ready to close on whatever steps inside , tripwires connected up to pendulum blades - billows of steam are produced, heavily obscuring vision
These creatures: a firesnake, a bonesnapper, a succubus
- At first, the PCs will see twelve towers. Each has about 1 defender(s) visible (there are actually eight times that number total) and about 3 will arrive per round in the case of an alarm. The outer walls are 5 2 feet tall and the towers extend 20 feet above them.
*If it’s a seafront fort, there will be 4 2 feet of muddy and slippery ground before the walls start.
*Due to the condition of the walls, climb checks are at minus five.
*The lowest windows are 3 6 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 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 2 weird devices.
*Additional security measures include:
A barbican with murder holes and arrow slits in front of the gatehouse A winding staircase 80 feet long in front of the front gate. A series of secondary walls—13 feet higher than the outer walls. There are 4 fewer inner towers than outer ones.
*Also:
There is internecine warfare within the garrison. . The garrison captain intends to capture the PCs and pump them for information about some intriguing scheme they actually know nothing about. A member of the garrison falls in love with a party member.
*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 classic dungeon featuring ancient machinery and grinding gears and containing:
These traps: a rope noose ready to close on whatever steps inside , a room that has reversed gravity and poison on the ceiling , magical sensors connected up to elecical shock generators
These creatures: an astral searcher, a unicorn, a shadow dragon
- At first, the PCs will see four towers. Each has about 4 defender(s) visible (there are actually four times that number total) and about 4 will arrive per round in the case of an alarm. The outer walls are 1 6 feet tall and the towers extend 11 feet above them.
*If it’s a seafront fort, there will be 1 7 feet of ordinary ground before the walls start.
*Due to the condition of the walls, climb checks are at minus one.
*The lowest windows are 3 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 poisoned 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 gatehouse with arrow slits A winding staircase 80 feet long in front of the front gate. A moat 100 feet across . .
*Also:
It has important visitors—lords or ladies or something. . . .
*Also, there’s someone inside with an assignment for the party:
A androgynous halfling chimneysweep seeks adventurers to free: a female elven slave, soon to be wed to a powerful count. This will require traveling to the staving cathedral of an obscure faith based on the worship of a god devoted to devouring monkeys
- At first, the PCs will see eleven towers. Each has about 4 defender(s) visible (there are actually eight times that number total) and about 1 will arrive per round in the case of an alarm. The outer walls are 3 4 feet tall and the towers extend 16 feet above them.
*If it’s a seafront fort, there will be 3 5 feet of rocky and slippery ground before the walls start.
*Due to the condition of the walls, climb checks are at minus five.
*The lowest windows are 3 4 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 boiling oil (-3 to hit, d6+3 damage)—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 A moat 80 feet across . .
*Also:
It has important visitors—lords or ladies or something. The captain of the garrison is insane. . A crazy wizard’s lab is within.
*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 river
- At first, the PCs will see six towers. Each has about 3 defender(s) visible (there are actually eight times that number total) and about 3 will arrive per round in the case of an alarm. The outer walls are 2 8 feet tall and the towers extend 11 feet above them.
*If it’s a seafront fort, there will be 3 1 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 poisoned arrows or bolts—unless it is a goblin fortress, in which case the response will consist of an assault by 2 pig balloon riders.
*Additional security measures include:
A gatehouse with murder holes, A winding staircase 80 feet long in front of the front gate.
*Also:
The fortress architecture is bizarre. . . .
*Also, there’s someone inside with an assignment for the party:
The PCs have heard that if they acquire a book of special importance they will become rich. This will require traveling to a hill-strewn area