Building a Stronghold

A character can spend time between adventures building a stronghold. Before work can begin, the character must acquire a plot of land. If the estate lies within a kingdom or similar domain, the character will need a royal charter (a legal document granting permission to oversee the estate in the name of the crown), a land grant (a legal document bequeathing custody of the land to the character for as long as he or she remains loyal to the crown), or a deed (a legal document that serves as proof of ownership). Land can also be acquired by inheritance or other means.   Royal charters and land grants are usually given by the crown as a reward for faithful service, although they can also be bought. Deeds can be bought or inherited. A small estate might sell for as little as 100 gp or as much as 1,000 gp. A large estate might cost 5,000 gp or more, if it can be bought at all.   Once the estate is secured, a character needs access to building materials and laborers. The Building a Stronghold table shows the cost of building the stronghold (including materials and labor) and the amount of time it takes, provided that the character is using downtime to oversee construction. Work can continue while the character is away, but each day the character is away adds 3 days to the construction time.  
Stronghold Construction Cost Construction Time
Abbey 50,000 gp 400 days
Guildhall, town or city 5,000 gp 60 days
Keep or small castle 50,000 gp 400 days
Noble estate with manor 25,000 gp 150 days
Outpost or fort 15,000 gp 100 days
Palace or large castle 500,000 gp 1,200 days
Temple 50,000 gp 400 days
Tower, fortified 15,000 gp 100 days
Trading post 5,000 gp 60 days
 
  Additionally, we are using the resources at Thieves Guild Strongholds to build and hire staff. If changes are made, I will put the notifications and what not here. If any contradiction occurs notify the DM. To make changes easy for this wiki, I will copy the current charts below and make any changes I want there...      

Premade Structures

 

  Interested in purchasing an existing stronghold, or building one from scratch?   This section provides a guideline that DMs can use to help a party with their stronghold needs. The DM can choose to build a new structure, using rooms and stronghold parts, or they can choose a preexisting template, structure or cluster of rooms (see the table below). In addition, you can find staff for your stronghold, their monthly wages and their appropriate equipment.   This page provides example stronghold structures, using a collection of sub-structures and rooms (or stronghold "parts"), grouped together and given a single price for your convenience. You can use these examples to quickly create a stronghold for use in your game.   Maintenance & Wages: For simplification (since D&D is more about adventuring, than management), it is best to keep expenses simple. Most DMs choose only use staff wages in monthly maintenance. And, if the player(s) decide to rent, adding in rental costs. However, some DMs may wish to add taxes for owned properties (recommended: 0.2% of the building cost per month; more in large cities and evil kingdoms). For businesses, a DM may wish to roll for business profits/loses every time the players return.   Building Materials: Most aboveground structures are built using wood, and underground rooms are built using hewn stone. You can choose to change the material using the dropdowns below (for a list of wall materials and their pricing, see our stronghold walls.   Adventure Hooks: Strongholds are great a source for adventuring ideas. Mansions can be raided, robbed or siezed by the ruling class. They can be overrun by monsters or vermin, or be inhabited by cultists or bandits while the adventurers are away. Businessness may need the adventurer's help to avoid calamity and ruin.  

 
Structure Cost to Buy (gp) Monthly
Rent (gp)
Approx Sq.Ft. Parts Minimum Staff † Minimum
Wages (mo)
Apartment, Basic
(1 Bedroom)
800 4 800 Basic Bedroom (1)
Basic Common Area (1)
Apartment, Basic
(2 Bedroom)
1,100 6 1,300 Basic Bedroom Suite (1)
Basic Common Area (1)
Apartment, Basic
(Studio)
500 3 400 Basic Bedroom (1)
Apartment, Fancy
(1 Bedroom)
7,000 39 1,300 Fancy Bedroom (1)
Fancy Common Area (1)
Apartment, Fancy
(2 Bedroom)
8,000 44 1,300 Fancy Bedroom Suite (1)
Fancy Common Area (1)
Apartment, Fancy
(Studio)
4,000 22 900 Fancy Bedroom (1)
Army Base 27,800 150 19,400 Barracks (10)
Combat Training Areas (5)
Guard Posts (3)
Basic Armorys (4)
Basic Dining Halls (2)
Basic Kitchens (3)
Servants' Quarters (1)
Basic Storages (2)
3 Guards
3 Cooks
14
Artist Studio 21,300 110 8,075 Basic Dining Hall (1)
Basic Kitchen (1)
Basic Shops (2)
Fancy Storages (3)
Basic Workshops (2)
Fancy Bedroom (1)
Fancy Bath (1)
Fancy Library (1)
Luxury Storage (1)
1 Cook
2 Clerks
18
Banquet Hall, Basic 14,500 81 7,200 Basic Dining Halls (3)
Basic Kitchens (3)
Servants' Quarters (2)
Basic Storage (1)
3 Cooks 6
Banquet Hall, Fancy 126,300 700 13,125 Fancy Dining Halls (5)
Fancy Kitchens (5)
Servants' Quarters (2)
Fancy Storages (3)
5 Servants
10 Cooks
18
Cavalry Base 43,800 240 33,800 Barracks (10)
Combat Training Areas (5)
Guard Posts (3)
Basic Armorys (4)
Basic Dining Halls (2)
Basic Kitchens (3)
Servants' Quarters (1)
Basic Stables (16)
Basic Storages (2)
3 Guards
3 Cooks
16 Animal tender/grooms
20
Guard Tower 800 4 800 Guard Post (1)
Basic Storage (1)
1 Guard 8
Inn 23,400 130 8,025 Basic Taverns (2)
Basic Stables (2)
Basic Bedrooms (10)
Fancy Kitchen (1)
Servants' Quarters (1)
Basic Storage (1)
4 Servants
2 Animal tender/grooms
2 Cooks
30
Inn, Dockside 22,900 120 7,525 Basic Taverns (2)
Basic Stable (1)
Basic Dock (1)
Basic Bedrooms (10)
Fancy Kitchen (1)
Servants' Quarters (1)
Basic Storage (1)

4 Servants
1 Animal tender/groom
2 Laborers
2 Cooks
42
Prison Complex 14,400 80 8,200 Prison Cells (10)
Basic Kitchens (2)
Barracks (2)
Guard Posts (2)
Basic Study/Office (1)
Torture Chamber (1)
10 Guards
2 Cooks
2 Guards
1 Torturer/Inquisitor
1 Guard
42
Residential Building, Basic 12,500 69 5,825 Basic Bedrooms (8)
Basic Kitchens (2)
Basic Dining Hall (1)
Basic Bath (1)
2 Cooks 6
Residential Building, Fancy 66,900 370 12,250 Fancy Bedrooms (10)
Fancy Kitchen (1)
Fancy Dining Hall (1)
Fancy Bath (1)
Servants' Quarters (1)
2 Cooks
1 Servant
18
Residential Building, Luxury 411,600 2,200 30,400 Luxury Bedrooms (15)
Luxury Dining Hall (1)
Luxury Kitchen (1)
Luxury Bath (1)
Servants' Quarters (4)
15 Valet/Lackeys
2 Servants
6 Cooks
1 Servant
1 Valet/Lackey
66
Tavern
(Luxurious)
186,200 1,000 8,700 Luxury Taverns (6)
Fancy Stables (3)
Luxury Kitchen (1)
Servants' Quarters (3)
Luxury Storages (2)
24 Servants
3 Animal tender/grooms
6 Cooks
66
Tavern
(Respected Establishment)
31,800 170 5,225 Fancy Taverns (4)
Basic Stables (2)
Fancy Kitchen (1)
Servants' Quarters (2)
Fancy Storage (1)
12 Servants
2 Animal tender/grooms
2 Cooks
36
Tavern
(Seedy and Poor)
7,300 41 4,200 Basic Taverns (3)
Basic Stables (2)
Basic Kitchen (1)
Servants' Quarters (1)
Basic Storage (1)
6 Servants
2 Animal tender/grooms
1 Cook
24
Temple, Small 14,500 81 3,525 Fancy Chapel (1)
Fancy Library (1)
Fancy Study/Office (1)
Fancy Storage (1)
Wizard Tower 31,800 170 5,950 Fancy Alchemical Laboratory (1)
Fancy Library (1)
Fancy Magic Laboratory (1)
Fancy Study/Office (1)
Fancy Kitchen (1)
Fancy Storages (2)
Basic Bedroom (1)
Fancy Bedroom (1)
Servants' Quarters (1)
1 Alchemist
1 Apprentice spellcaster
2 Cooks
132
  † Monthly wages do not include staff gear (which must be purchased separately). Monthly wages do not include any business expenses or inventory as it is assumed that most businesses are self-sufficient. However, a DM may wish to roll for profits/losses for a business every so often.   Note: Building over 2 stories have additional costs, as described in the stronghold parts section. Some structures, such as the wizard tower and guard tower have additional fees for being 3 stories tall.  
 

Room-by-Room

  This page is useful for building a stronghold room-by-room, or for adding rooms to an existing structure.   Below are the various rooms and components. The choice of components dictates the purpose of the stronghold, whether it's a palatial home, military fortress, or arcane nexus. Many of these components are individual rooms, but some may be combined to build larger structures (for example, the Basic Tavern is about 400 square feet and can seat around 15 people ... but two units can be combined to produce an 800 square foot tavern seating 30 people; and the tavern can be made more serviceable by adding a kitchen and additional storage area).   Walls: Structures above ground are constructed with wooden walls by default, at no extra cost. Below ground walls are made of hewn stone at no extra cost. If other materials are used, additional fees can be incurred. You can select alternative materials from the cost modifiers below. More wall details can be found on our walls page.   Build Time: Building a stronghold takes one week per 10,000 gp of total price (if materials and laborers are readily available). Optional Rule: For every 10% extra that is spent, it takes 10% less time to build, up to a maximum of a 70% "rush charge" to get the castle built in 30% of the usual time. The DM may rule that some strongholds shouldn't use this optional rule. For instance, if your stronghold price includes a large percentage of wondrous architecture, you might choose to construct such items separately.  
Component Approx. Sq. Ft. Sq. Room Base Cost Modified Cost Prerequisites
Alchemical Laboratory, Basic 400 sq. ft. 20' x 20' 750 gp 750 gp
Alchemical Laboratory, Fancy 400 sq. ft. 20' x 20' 3,000 gp 3,000 gp Alchemist (1)
Armory, Basic 400 sq. ft. 20' x 20' 500 gp 500 gp
Armory, Fancy 400 sq. ft. 20' x 20' 2,000 gp 2,000 gp
Auditorium, Fancy 900 sq. ft. 30' x 30' 3,000 gp 3,000 gp
Auditorium, Luxury 900 sq. ft. 30' x 30' 10,000 gp 10,000 gp
Barbican 400 sq. ft. 20' x 20' 1,500 gp 1,500 gp Guards (2)
Barracks 900 sq. ft. 30' x 30' 800 gp 800 gp
Bath, Basic 225 sq. ft. 15' x 15' 400 gp 400 gp
Bath, Fancy 625 sq. ft. 25' x 25' 2,000 gp 2,000 gp
Bath, Luxury 1600 sq. ft. 40' x 40' 10,000 gp 10,000 gp Servant (1), Valet (1)
Bedroom Suite, Basic 900 sq. ft. 30' x 30' 800 gp 800 gp
Bedroom Suite, Fancy 900 sq. ft. 30' x 30' 5,000 gp 5,000 gp
Bedroom Suite, Luxury 1600 sq. ft. 40' x 40' 25,000 gp 25,000 gp Valet (1)
Bedroom, Basic 400 sq. ft. 20' x 20' 700 gp 700 gp
Bedroom, Fancy 900 sq. ft. 30' x 30' 4,000 gp 4,000 gp
Bedroom, Luxury 1600 sq. ft. 40' x 40' 20,000 gp 20,000 gp Valet (1)
Chapel, Basic 625 sq. ft. 25' x 25' 2,000 gp 2,000 gp
Chapel, Fancy 1600 sq. ft. 40' x 40' 8,000 gp 8,000 gp Acolyte (1)
Chapel, Luxury 2500 sq. ft. 50' x 50' 30,000 gp 30,000 gp Acolyte (2)
Common Area, Basic 400 sq. ft. 20' x 20' 500 gp 500 gp
Common Area, Fancy 400 sq. ft. 20' x 20' 3,000 gp 3,000 gp
Courtyard, Basic 400 sq. ft. 20' x 20' 1,000 gp 1,000 gp
Courtyard, Fancy 400 sq. ft. 20' x 20' 6,000 gp 6,000 gp
Courtyard, Luxury 400 sq. ft. 20' x 20' 30,000 gp 30,000 gp Servant (1)
Dining Hall, Basic 1600 sq. ft. 40' x 40' 2,500 gp 2,500 gp Kitchen
Dining Hall, Fancy 1600 sq. ft. 40' x 40' 12,500 gp 12,500 gp Kitchen, Servant (1)
Dining Hall, Luxury 1600 sq. ft. 40' x 40' 50,000 gp 50,000 gp Luxury Kitchen, Servants (2)
Dock, Basic 400 sq. ft. 20' x 20' 500 gp 500 gp Laborers (2)
Dock, Extended 1600 sq. ft. 40' x 40' 3,000 gp 3,000 gp Laborers (4)
Dock, Extended Dry 1600 sq. ft. 40' x 40' 15,000 gp 15,000 gp Laborers (6)
Farm Plot, Small 400 sq. ft. 20' x 20' 200 gp 200 gp
Gatehouse 225 sq. ft. 15' x 15' 1,000 gp 1,000 gp
Guard Post 400 sq. ft. 20' x 20' 300 gp 300 gp Guard (1)
Kitchen, Basic 400 sq. ft. 20' x 20' 2,000 gp 2,000 gp Cook (1)
Kitchen, Fancy 625 sq. ft. 25' x 25' 12,000 gp 12,000 gp Cooks (2)
Kitchen, Luxury 1600 sq. ft. 40' x 40' 50,000 gp 50,000 gp Cooks (6)
Labyrinth 400 sq. ft. 20' x 20' 500 gp 500 gp
Library, Basic 400 sq. ft. 20' x 20' 500 gp 500 gp
Library, Fancy 900 sq. ft. 30' x 30' 3,000 gp 3,000 gp
Library, Luxury 1600 sq. ft. 40' x 40' 15,000 gp 15,000 gp Librarian (1)
Magic Laboratory, Basic 400 sq. ft. 20' x 20' 500 gp 500 gp
Magic Laboratory, Fancy 900 sq. ft. 30' x 30' 3,000 gp 3,000 gp Apprentice Spellcaster (1)
Prison Cells 400 sq. ft. 20' x 20' 500 gp 500 gp Guard (1)
Servants' Quarters 400 sq. ft. 20' x 20' 400 gp 400 gp
Shop, Basic 625 sq. ft. 25' x 25' 400 gp 400 gp Clerk (1)
Shop, Fancy 900 sq. ft. 30' x 30' 4,000 gp 4,000 gp Clerks (2)
Shop, Luxury 1600 sq. ft. 40' x 40' 16,000 gp 16,000 gp Clerks (2), Guards (2)
Smithy, Basic 625 sq. ft. 25' x 25' 500 gp 500 gp Smith (1)
Smithy, Fancy 625 sq. ft. 25' x 25' 2,000 gp 2,000 gp Smith (1)
Stable, Basic 900 sq. ft. 30' x 30' 1,000 gp 1,000 gp Groom (1)
Stable, Fancy 900 sq. ft. 30' x 30' 3,000 gp 3,000 gp Groom (1)
Stable, Luxury 900 sq. ft. 30' x 30' 9,000 gp 9,000 gp Grooms (2)
Storage, Basic 400 sq. ft. 20' x 20' 250 gp 250 gp
Storage, Fancy 400 sq. ft. 20' x 20' 1,000 gp 1,000 gp
Storage, Luxury 400 sq. ft. 20' x 20' 3,000 gp 3,000 gp
Study/Office, Basic 400 sq. ft. 20' x 20' 200 gp 200 gp
Study/Office, Fancy 625 sq. ft. 25' x 25' 2,500 gp 2,500 gp
Study/Office, Luxury 900 sq. ft. 30' x 30' 15,000 gp 15,000 gp Clerk (1)
Tavern, Basic 400 sq. ft. 20' x 20' 900 gp 900 gp Servants (2)
Tavern, Fancy 400 sq. ft. 20' x 20' 4,000 gp 4,000 gp Servants (3)
Tavern, Luxury 400 sq. ft. 20' x 20' 20,000 gp 20,000 gp Servants (4)
Throne Room, Basic 400 sq. ft. 20' x 20' 2,000 gp 2,000 gp Servants (2)
Throne Room, Fancy 400 sq. ft. 20' x 20' 12,000 gp 12,000 gp Servants (4)
Throne Room, Luxury 1600 sq. ft. 40' x 40' 80,000 gp 80,000 gp Servants (6)
Torture Chamber 400 sq. ft. 20' x 20' 3,000 gp 3,000 gp Torturer (1), Guard (1)
Training Area, Combat 400 sq. ft. 20' x 20' 1,000 gp 1,000 gp
Training Area, Rogue 400 sq. ft. 20' x 20' 2,000 gp 2,000 gp
Trophy Hall, Basic 400 sq. ft. 20' x 20' 1,000 gp 1,000 gp
Trophy Hall, Fancy (Museum) 400 sq. ft. 20' x 20' 6,000 gp 6,000 gp Guard (1)
Workshop, Basic 400 sq. ft. 20' x 20' 500 gp 500 gp
Workshop, Fancy 400 sq. ft. 20' x 20' 2,000 gp 2,000 gp
  Basic units of measurement in DnD are based on creature size — a 5ft square can hold a Medium-sized creature. Below is a small chart showing basic units of measurement converted into square feet (with a square room's dimensions). Note: a 40'x40' room occupies the same square feet as a 20'x80' room, so a "square" doesn't need to be used when building.  
Square Feet Square Room (ft) Square Room (5ft squares)
400 sq. ft. 20' x 20' 4x4 5' squares
625 sq. ft. 25' x 25' 5x5 5' squares
900 sq. ft. 30' x 30' 6x6 5' squares
1,225 sq. ft. 35' x 35' 7x7 5' squares
1,600 sq. ft. 40' x 40' 8x8 5' squares
 
     
 

Walls

  This page details stronghold and dungeon walls. Information includes thickness, hit points, damage threshhold and costs to build.   Structural Walls vs. Freestanding Walls: Structural walls are those that make up building, and can have different material on both the interior and exterior side. Freestanding walls are strong, protective walls that usually surround large cities, castles and courtyards.   Damage Threshhold: Certain wall materials have a Damage Threshhold. A wall with a Damage Threshold has immunity to all damage unless it takes an amount of damage from a single Attack or Effect equal to or greater than its Damage Threshold, in which case it takes damage as normal. For example: if a wall has a damage threshhold of 20, and is attacked for 17 damage, no damage is taken (since 17 is less than 20). However, if the same wall is attacked with 24 damage, it takes 24 damage (since 24 is greater than 20).   Augmenting Walls: Once a wall is built, it is possible to augment the walls. You can add razor wire, make the walls slippery or even add magical properties. For a list of augmentations, click here.  

Structural Walls

Structural walls are those that make up a building, such as a cottage or mansion. When above ground, structural walls can use different materials on the interior an exterior side of the wall, but many use the same material on both. Structural walls are different from freestanding walls, which are walls that surround areas (like the walls surrounding a city, castle, or courtward). For more information on freestanding walls, click here.  
Wall Material Thickness* HP* HP/in. Dmg Thr Climb DC Cost per 5'* Notes
Adamantine 3 in. 300 100/in. 40 25 500 gp
Bone 1 ft. 120 10/in. 5 10 50 gp May be difficult to acquire in Good kingdoms
Earth, Packed 3 ft. 36 1/in. 0 10 2 gp
Glass 3 in. 10 3/in. 0 25 75 gp Can be clear, or opaque.
Ice 1 ft. 120 10/in. 0 25 50 gp Half price in colder climates.
Iron 3 in. 150 50/in. 20 20 200 gp
Masonry 1 ft. 180 15/in. 10 15 25 gp
Masonry, Reinforced 1 ft. 288 24/in. 15 15 75 gp
Masonry, Superior 1 ft. 240 20/in. 12 20 50 gp
Mithral 3 in. 225 75/in. 30 25 350 gp
Stone, Hewn 3 ft. 1080 30/in. 20 15 100 gp
Stone, Unworked 5 ft. 2000 33/in. 20 12 50 gp
Wood 6 in. 60 10/in. 5 20 10 gp No cost for ground floor. -10% costs in forest terrain.
Wood, Living 6 in. 72 12/in. 0 15 100 gp Must be created using magic (wizard may cost extra).
  * Freestanding walls, like those that surround castles and keeps, are thicker, have more hit points and cost more. See the freestanding wall table below.   There is a great Calculate Structure Wall Costs Calculator on the TG.cc site.  

Freestanding Walls

  Freestanding walls are thick, protective walls that tend to surround cities, castles and courtyards. They are different from structural walls that make up buildings because they are thicker, stronger, cost more and can be built extremely high (For more information on structural walls, click here). Freestanding walls that are higher than 10 feet must add an extra layer of thickness to each lower layer in the stack. This addition is cumulative; For example, a 10ft tall wall will have a single panel (see thickness in the table below). A 20ft tall wall would have 2 thick panels, topped by a single panel. A 30ft tall wall would have 3 panels, topped by 2 panels, topped by a single panel. Etc.  
Wall Material Thickness* HP* HP/in. Dmg Thr Climb DC Cost per 5'* Notes
Adamantine 6 in. 600 100/in. 40 25 1,000 gp
Bone 2 ft. 240 10/in. 5 10 100 gp May be difficult to acquire in Good kingdoms
Earth, Packed 6 ft. 60 1/in. 0 10 5 gp
Glass 6 in. 25 4/in. 0 25 150 gp Can be clear, or opaque.
Ice 2 ft. 240 10/in. 0 25 100 gp Half price in colder climates.
Iron 6 in. 300 50/in. 20 20 400 gp
Masonry 2 ft. 360 15/in. 10 15 50 gp
Masonry, Reinforced 2 ft. 576 24/in. 15 15 150 gp
Masonry, Superior 2 ft. 480 20/in. 12 20 100 gp
Mithral 6 in. 450 75/in. 30 25 700 gp
Stone, Hewn 6 ft. 2160 30/in. 20 15 200 gp
Wood 1 ft. 120 10/in. 5 20 20 gp No cost for ground floor. -10% costs in forest terrain.
Wood, Living 2 ft. 288 12/in. 0 15 200 gp Must be created using magic (wizard may cost extra).
  There is a great Calculate Freestandign Wall Costs Calculator on the TG.cc site.  

Wall Augmentation

  Once a wall is built, the walls may be augmented for an additional cost. The costs below are for each 5-foot wide by 10-foot tall wall section that is augmented. The augmentation effect also applies to any doors, windows, or other accessways through that wall. You can choose not to augement such entryways, though their area still counts toward the augmentation's area of effect (i.e. a non-augmented doorway next to a wall with a poisonous fog veil will have a poisonous fog in its path).   Some magical augmentation is extremely powerful — so powerful that a DM may decide that the base costs are not enough. In such a situation, the DM may decide that a quest is required before the augmentation can be applied. For example, before a wizard can begin to add a fog veil to a stronghold wall, they may need the party to retrieve an eversmoking bottle. Or, if the party wants a fiery wall, they may need to retrieve some rare spell components from the elemental plane of fire.  
Augmentation Cost per 5' Notes
Airtight 30 gp Prevents gases from passing through (but not over or around).
Ethereal Ward 100 gp Protects against ethereal intrusion.
Fiery 3,000 gp The wall is continually ablaze with magical fire.
Fireproof 25 gp The wall is impervious to fire.
Fog Veil 1,000 gp Conceals the wall with a veil of fog.
Fog Veil, Incendiary 2,500 gp Conceals the wall with a veil of hot gray fog that causes fire damage.
Fog Veil, Poisonous 2,000 gp Conceals the wall with a poisonous veil of green fog.
Fog Veil, Solid 1,000 gp Conceals the wall with a thick veil of fog that is difficult to move through.
Fog Veil, Stinking 2,000 gp Conceals the wall with a stinking veil of yellow fog.
Frostwall 400 gp A cold wall that causes frost damages to anyone passing through a broken portion.
Greased (Slippery) 5 gp This wall is slippery and difficult to climb.
Magic Warding 500 gp The wall has resistance to any damage caused by magic.
Magically Treated 50 gp The wall is granted a stronger damage threshold, making it harder to destroy.
Protection from Evil 800 gp This wall will provide warding against evil creatures, forcing them to make a Wisdom check or be turned.
Spiderclimb 50 gp This wall is extremely easy to climb.
Spiked Surface 30 gp The wall has sharp, jagged shards covering the face of the wall, making climbing dangerous.
Spiked Top 5 gp The wall is topped with sharp, jagged shards.
Tanglewood 90 gp This wood augmentation entangles invaders.
Thornwood 30 gp This wood augmentation causes damage to anyone that comes in contact with it's sharp thorns.
Topped with Razor Wire 10 gp The top of the wall is covered in a tangle of barbed wires.
Transparent 75 gp A transparent wall allows creatures to see through the wall to the other side.
Webbed 40 gp The walls are covered in a mass of thick, sticky webbing.
       
See Also:
  • Homebrew: Property
  • Stronghold Structures
  • Components
  • Walls
  • Staff & Hirelings
  • Businesses & Running a Business



Source: DMG, page 128

Building a Stronghold

Table of Contents

 
 
  Thieves Guild Strongholds