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- At first, the PCs will see four towers. Each has about 4 defender(s) visible (there are actually nine times that number total) and about 3 will arrive per round in the case of an alarm. The outer walls are 5 9 feet tall and the towers extend 11 feet above them.
*If it’s a seafront fort, there will be 1 7 feet of rocky and slippery ground before the walls start.
*Due to the condition of the walls, climb checks are at plus five.
*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 flaming 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 A series of secondary walls—3 feet higher than the outer walls. There are 1 fewer inner towers than outer ones.
*Also:
There is internecine warfare within the garrison. . . .
*Also, there’s someone inside with an assignment for the party:
A elven exterminator of insects and rats seeks adventurers to capture : a male ranger (-Lvl 12-), possessor of an important book. This will require traveling to a forest, overrun with ponys
- At first, the PCs will see ten towers. Each has about 3 defender(s) visible (there are actually eleven times that number total) and about 4 will arrive per round in the case of an alarm. The outer walls are 4 8 feet tall and the towers extend 3 feet above them.
*If it’s a seafront fort, there will be 4 8 feet of muddy 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 8 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 green slime vats.
*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 A moat 70 feet across . The moat is full of acid. A series of secondary walls—5 feet higher than the outer walls. There are 4 fewer inner towers than outer ones.
*Also:
A recent natural disaster has created a crack in the castle’s defenses. . A feast or somesuchlike is being celebrated when the PCs arrive. Garrison’s probably distracted. .
*Also, there’s someone inside with an assignment for the party:
A landlady seeks adventurers to safely transport a virgin of special importance This will require traveling to a classic dungeon featuring self-resetting traps and containing:
These traps: spikes inside nearly hidden pits - all enemy combatants are well-prepared for the trap and it cannot harm them, a rope noose ready to close on whatever steps inside - setting off the trap alerts someone elsewhere, a rope noose ready to close on whatever steps inside - one obvious way of disarming the trap is itself a trap
These creatures: a tween, a rusting monster, a death dog
- At first, the PCs will see two towers. Each has about 2 defender(s) visible (there are actually ten times that number total) and about 1 will arrive per round in the case of an alarm. The outer walls are 1 4 feet tall and the towers extend 17 feet above them.
*If it’s a seafront fort, there will be 4 0 feet of ordinary ground before the walls start.
*Due to the condition of the walls, climb checks are at minus two.
*The lowest windows are 4 2 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 an assault by 3 trained, dyed, drugged war-baboons (per tower).
*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 moat 100 feet across and a 187 foot curving causeway across it. .
*Also:
It has important visitors—lords or ladies or something. . The fortress architecture is bizarre. A recent natural disaster has created a crack in the castle’s defenses.
*Also, there’s someone inside with an assignment for the party:
A businessman seeks adventurers to safely transport a snyad of special importance This will require traveling to an underground complex containing
These traps: spikes inside nearly hidden pits , poison inside cleverly hidden pits , a sturdy cage ready to close on whatever steps inside inside cleverly hidden pits - all enemy combatants are well-prepared for the trap and it cannot harm them
These creatures: a fish men, a carbuncle, a chimera
- At first, the PCs will see two 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 5 6 feet tall and the towers extend 11 feet above them.
*If it’s a seafront fort, there will be 3 4 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 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 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 moat 70 feet across . .
*Also:
Interesting treasure is kept below: 24301gp worth plus one magic item. . Weird chaos cult or demon worship is going on here. .
*Also, there’s someone inside with an assignment for the party:
It seems a jade will grant great power to any who possess it. This will require exploring the mansion of a powerful NPC Contains:
The closet door near the front door is open. All other doors in the house are trapped. Closing the closet door (like the inhabitants do when they come home) deactivates the traps. Very old guests/parents, etc. at dining room table playing cards or eating soup, who think the PCs are there to fix the oven.
- At first, the PCs will see nine towers. Each has about 3 defender(s) visible (there are actually six times that number total) and about 2 will arrive per round in the case of an alarm. The outer walls are 5 0 feet tall and the towers extend 1 feet above them.
*If it’s a seafront fort, there will be 2 8 feet of rocky and slippery ground before the walls start.
*Due to the condition of the walls, climb checks are at minus one.
*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 green slime vats.
*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. . . .
*Also, there’s someone inside with an assignment for the party:
They say..a mist-bound valley where the secrets of the moon are hidden
...contains a tiara of great value.