WALLS
Walls are a part of any stronghold, although you can choose wooden walls in aboveground structures or hewn stone walls below ground at no extra cost. In general, you pick both an interior wall type and an exterior wall type, and pay for each proportionately.
Figure out what percentage of interior walls and exterior walls you have according to the following table. Floors and ceilings count as interior walls.
Table 2–4: Interior and Exterior Walls
Stronghold Size, in Spaces | Percentage of Interior and Exterior Walls |
---|---|
1–5 ss | 20% interior, 80% exterior |
6–10 ss | 30% interior, 70% exterior |
11–20 ss | 40% interior, 60% exterior |
21–45 ss | 50% interior, 50% exterior |
46–120 ss | 60% interior, 40% exterior |
121–450 ss | 70% interior, 30% exterior |
451–3,800 ss | 80% interior, 20% exterior |
3,801+ ss | 90% interior, 10% exterior |
Decide what kind of exterior wall you want. The exterior walls for your stronghold cost a number of gold pieces equal to your stronghold size in spaces × material cost per space × exterior wall percentage.
After you assign and price your exterior walls, follow the same procedure for your interior walls. Interior walls cost a number of gold pieces equal to your stronghold size in spaces × material cost per space × interior wall percentage.
If you want to be clever, you can split things up. If you have a two-story castle, you can assign half your walls as masonry (the ground floor) and half as wood (second floor), and price accordingly.
If you want a single room that’s unusually strong, figure out how much it costs by noting what percentage of the total stronghold that particular space is, then paying for that.
Table 2–5: Wall Materials
Material | Thickness | Hardness | HP | Break DC | Climb DC | Cost per Space | Notes |
---|---|---|---|---|---|---|---|
Adamantine | 3 in. | 20 | 120 | 40 | 25 | 30,000 gp | - |
Bone | 1 ft. | 3 | 60 | 23 | 10 | 6,000 gp | - |
Deep coral | 3 ft. | 8 | 540 | 92 | 15 | 2,000 gp | Available underwater only. |
Earth, packed | 3 ft. | 2 | 30 | 19 | 15 | 250 gp | - |
Glass | 3 in. | 1 | 3 | 18 | 25 | 3,000 gp | - |
Ice | 1 ft. | 10 | 36 | 27 | 30 | 10,000 gp | Half price in cold climate. |
Iron | 3 in. | 10 | 90 | 30 | 25 | 6,000 gp | - |
Living wood | 6 in. | 5 | 60 | 20 | 21 | 2,000 gp | - |
Masonry | 1 ft. | 8 | 90 | 35 | 15 | 2,500 gp | - |
Masonry, superior | 1 ft. | 8 | 90 | 35 | 20 | 3,000 gp | - |
Masonry, reinforced | 1 ft. | 8 | 180 | 45 | 15 | 4,500 gp | - |
Mithral | 3 in. | 15 | 90 | 35 | 25 | 20,000 gp | - |
Obdurium | 3 in. | 30 | 180 | 60 | 25 | 60,000 gp | - |
Stone, hewn | 3 ft. | 8 | 540 | 92* | 22 | 6,000 gp | No cost if below ground; –5% cost in mountain terrain |
Stone, unworked** | 5 ft. | 8 | 900 | 140* | 20 | 1,000 gp | Available underground only. |
Wall of force | as spell | n/a | n/a | n/a | n/a | 40,000 gp | - |
Wood | 6 in. | 5 | 60 | 20 | 21 | 1,000 gp | No cost for ground floor; –10% cost in forest terrain. |
*Note that this is different from the values listed in the DUNGEON MASTER’s Guide. These statistics use the guidelines for stone walls given in the wall of stone spell.
**Includes natural caverns.
City Walls: A typical exterior city wall is a fortified stone wall 5 feet thick and 25 feet high. Such a wall is fairly smooth, requiring a DC 30 Climb check to scale. The walls are crenelated to provide convenient cover, with just barely enough room (3 feet wide) for guards to walk along the top of the wall. Interior walls range from 10 to 25 feet high, and few are crenelated.
Small Interior Wall: 1 foot thick, hardness 8; hp 180; break DC 35; Climb DC 20.
Large Interior Wall: 2 feet thick, hardness 8; hp 360; break DC 35; Climb DC 20.
Material Descriptions
Adamantine: Adamantine represents a step up from mithral in hardness, hit points, and break DC, though its price limits its use to only the most important walls.
HP: 40 per inch of thickness; Break DC: 34 + 2 per inch of thickness.
Bone: This jumble of bone grants a permanent desecrate effect (as the spell cast by a 5th-level cleric) in each stronghold space made of it. Bone walls often add the magically treated augmentation (see Augmentations, below). Treat bone as stone for the purposes of blocking detect spells and the like.
HP: 5 per inch of thickness; Break DC: 11 + 1 per inch of thickness.
Deep Coral: Underwater builders can shape this species of coral into vast palaces beneath the waves. It automatically repairs 1 point of damage every minute. Treat deep coral as stone for the purposes of blocking detection spells and the like.
HP: 15 per inch of thickness; Break DC: 20 + 2 per inch of thickness.
Earth: Typically found as part of primitive strongholds or as an extra layer sandwiched between stonmasonry walls (to increase the overall thickness of the wall at a low cost).
HP: 10 per foot of thickness; Break DC: 10 + 3 per foot of thickness.
Glass: Most glass walls add the magically treated augmentation (see Augmentations, below), in order to be effective. Glass doesn’t block detect spells and the like.
HP: 1 per inch of thickness; Break DC: 15 + 1 per inch of thickness.
Ice: Strongholds made of ice are only viable in arctic climates or when protected from heat by an appropriate elemental protection augmentation (see Augmentations, below). Ice doesn’t block detect spells and the like.
Iron: Walls of iron provide decent protection for vital areas at a reasonable price.
HP: 30 per inch of thickness; Break DC: 21 + 2 per inch of thickness.
Living Wood: This specially bred wood, found in elven forest strongholds, regrows quickly if damaged. It repairs 1 point of damage every round. Treat living wood as wood for the purposes of blocking detect spells and the like.
HP: 10 per inch of thickness; Break DC: 14 + 1 per inch of thickness.
Masonry: The typical secure stronghold has walls of masonry: stones piled atop one another and usually held in place with mortar. Superior masonry walls have tighter-fitting stones and less cracking, making climbing them difficult. Reinforced masonry walls include iron bars on one or both sides of the wall, or placed within the wall itself to strengthen it. Treat any form of masonry as stone for the purposes of blocking detect spells and the like.
HP: 15 per 2 inches of thickness (masonry and superior masonry), 15 per inch of thickness (reinforced masonry Break DC: 23 + 1 per inch of thickness (masonry and superior masonry), 33 + 1 per inch of thickness (reinforced masonry).
Mithral: Harder than iron, some stronghold builders use mithral to protect their most secure areas (such as treasuries).
HP: 30 per inch of thickness; Break DC: 29 + 2 per inch of thickness.
Obdurium: This incredibly rare and hard metal represents the pinnacle of nonmagical wall strength. Treat weapons and armor crafted from obdurium as adamantine, except for hardness (30), hit points (60 per inch of thickness, or twice as many hit points as a typical item), and price (twice the listed price for adamantine).
HP: 60 per inch of thickness; Break DC: 48 + 4 per inch of thickness.
Stone: Generally, only underground strongholds use hewn stone walls because of the high price for that quantity of stone.
The price for unworked stone actually reflects the difficulty in finding natural caverns of the right size and shape. If you have already located the desired caverns, you need pay only 100 gp per stronghold space (for minor reshaping).
HP: 15 per inch of thickness; Break DC: 20 + 2 per inch of thickness.
Wall of Force: Resistant to all but a few forms of attack, walls of force represent the ultimate in stronghold defense. Of course, the spell’s lack of versatility limits its usefulness, since you can’t put doors or windows in a wall of force.
HP: n/a; Break DC: n/a.
Wood: Though uncommon in dungeons, wooden walls are common in aboveground structures (particularly those not intended to withstand attack).
HP: 10 per inch of thickness; Break DC: 14 + 1 per inch of thickness.
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