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- At first, the PCs will see three towers. Each has about 1 defender(s) visible (there are actually eleven times that number total) and about 2 will arrive per round in the case of an alarm. The outer walls are 4 9 feet tall and the towers extend 1 feet above them.
*If it’s a seafront fort, there will be 1 3 feet of muddy and slippery ground before the walls start.
*Due to the condition of the walls, climb checks are at minus three.
*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 a goblin witch casting a spell.
*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 80 feet across with a monster in it . The moat is acidic and gives off hallucinogenic fumes.
*Also:
The fortress architecture is bizarre. . . .
*Also, there’s someone inside with an assignment for the party:
It seems a fork will grant great power to any who possess it. This will require exploring Mir'Gor'Bax—a strange and distant place
- At first, the PCs will see six towers. Each has about 2 defender(s) visible (there are actually two times that number total) and about 1 will arrive per round in the case of an alarm. The outer walls are 2 0 feet tall and the towers extend 9 feet above them.
*If it’s a seafront fort, there will be 2 5 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 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 flaming arrows or bolts—unless it is a goblin fortress, in which case the response will consist of 3 snake with hands for heads and eyes embedded in their palms (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 series of secondary walls—13 feet higher than the outer walls. There are 2 fewer inner towers than outer ones.
*Also:
The fortress is partially made of a colossal animal skeleton. . . .
*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 the bioengineered cathedral of a faith created anew everyday based on the worship of a god devoted to devouring man-headed hogs
- At first, the PCs will see eleven towers. Each has about 3 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 4 2 feet tall and the towers extend 13 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 one.
*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 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 2 weird devices.
*Additional security measures include:
A gatehouse with inner portcullises that cut off the gatehouse at both ends A moat 50 feet across . . A series of secondary walls—8 feet higher than the outer walls. There are 1 fewer inner towers than outer ones.
*Also:
The captain of the garrison is insane. . . The fortress garrison is being attacked by a monster when PCs arrive.
*Also, there’s someone inside with an assignment for the party:
A dwarven stablewoman seeks adventurers to locate : a female possibly doppelganger master of hounds (-Lvl 13-), possessor of a jar of pickled eggs of unusual properties. of special importance This will require traveling to a slum where all life is grotesque
- At first, the PCs will see four 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 1 7 feet tall and the towers extend 4 feet above them.
*If it’s a seafront fort, there will be 1 9 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 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 more standard bowfire—unless it is a goblin fortress, in which case the response will consist of 3 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 series of secondary walls—2 feet higher than the outer walls. There are 1 fewer inner towers than outer ones.
*Also:
The garrison is cursed. Hollow-eyed and hopeless. A crazy wizard’s lab is within. . .
*Also, there’s someone inside with an assignment for the party:
A battlepriest (-Lvl 4-) seeks adventurers to destroy a lamp of special importance This will require traveling to a lost city
- At first, the PCs will see seven towers. Each has about 2 defender(s) visible (there are actually three times that number total) and about 3 will arrive per round in the case of an alarm. The outer walls are 2 9 feet tall and the towers extend 12 feet above them.
*If it’s a seafront fort, there will be 3 9 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 4 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 green slime vats.
*Additional security measures include:
A barbican with murder holes and arrow slits in front of the gatehouse it has no roof. A moat 100 feet across and a 106 foot curving causeway across it. . A series of secondary walls—17 feet higher than the outer walls. There are 2 fewer inner towers than outer ones.
*Also:
The captain of garrison is cordial and curious about outsiders. Or pretending to be…. . . .
*Also, there’s someone inside with an assignment for the party:
A inquisitor seeks adventurers to destroy a jade of special importance This will require traveling to a lunatic’s fortress
At first, the PCs will see four towers. Each has about 3 defender(s) visible (there are actually seven times that number total) and about 4 will arrive per round in the case of an alarm. The outer walls are 5 4 feet tall and the towers extend 11 feet above them.
*If it’s a seafront fort, there will be 3 0 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 an assault by 2 pig balloon riders.
*Additional security measures include:
A gatehouse with inner portcullises that cut off the gatehouse at both ends A moat 100 feet across . . A series of secondary walls—1 feet higher than the outer walls. There are 4 fewer inner towers than outer ones.
*Also:
The fortress garrison is being attacked by a local faction when PCs arrive. . A member of the garrison owes a party member a favor. .
*Also, there’s someone inside with an assignment for the party:
It seems a mask will grant great power to any who possess it. This will require exploring a cosmopolitan city, known for its ghostly sacred tome as well as its massive buildings