D20 - D&D - Stronghold Builders Guidebook (WE) PDF
D20 - D&D - Stronghold Builders Guidebook (WE) PDF
D20 - D&D - Stronghold Builders Guidebook (WE) PDF
the
AlQalinde
Guildhouse
Additional Credits
Editing and Typesetting:
Sue Weinlein Cook
Cartography:
Sean K Reynolds
Web Production:
Julia Martin
Web Development:
Mark Jindra
Graphic Design:
Sean Glenn, Cynthia Fliege
Based on the original DUNGEONS & DRAGONS game by E.
Gary Gygax and Dave Arneson and on the new edition of the
DUNGEONS & DRAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks
and the d20 System logo is a trademarkowned by Wizards of the Coast, Inc. All
Wizards characters, character names, and the distinctive likenesses thereof are
trademarks owned by Wizards of the Coast, Inc.
This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast, Inc.
This product is a work of fiction. Any similarity to actual people,
organizations, places, or events is purely coincidental.
This Wizards of the Coast game product contains no Open Game Content. No
portion of this work may be reproduced in any form without written permission.
To learn more about the Open Gaming License and the d20 System
License, please visit <www.wizards.com/d20>.
2002 Wizards of the Coast, Inc.
All rights reserved.
Made in the U.S.A.
Visit our website at
<www.wizards.com/dnd>
GETTING STARTED
Oriel, tired of a local nobles hegemony over the
arcane arts, has decided to found his own guild
called Alqalinde, which means secret-sharers in
Elven. But to attract apprentices (and eventually
more powerful allies), he needs to build a guildhouse. Fortunately, recent forays against the yuan-ti
and the giants have been lucrative, so Oriel and his
allies have 150,000 gp to spend to get the Alqalinde
guild off the ground. Oriel figures he can probably
afford something castle sized, so he tries to design a
structure with about 20 stronghold spaces.
When Oriel begins construction, he knows he
wants to build a tower in the center of the capital city
of Forghul, and that part of the tower will be underground. Forghul is a large city (price modifier of
+6%), and the climate/ terrain is temperate plains
(price modifier of 5%).
Now comes the fun part: buying components. Oriel
doesnt have to worry much about defense, because
his magic will provide that, and the center of the capital city is pretty safe.
Accordingly, Oriel purchases all the components
listed on the table on the following page:
Item
Wizards Research Cluster
(underground)
Deluxe Alchemical Lab
Fancy Library
Fancy Magic Lab
Fancy Office
Servants Quarters
Basic Privy
Magic Laboratory, Basic
(underground)
Office, Basic
Gatehouse
Hall, Dining
Office, basic
Armory
Kitchen, Extended
Bedrooms, Common
Tavern, Fancy
Basic Privy
Bedrooms, Common
Office, Fancy
Bedrooms, Common
Bedroom Suite, Fancy
Barracks
(underground)
Spaces
5.5
Cost
17,200 gp
500 gp
.5
1
2
.5
1
1
1
1
.5
2
1
1
1
1
200 gp
2000 gp
2000 gp
200 gp
500 gp
2,500 gp
700 gp
4000 gp
300 gp
1400 gp
2,500 gp
700 gp
5,000 gp
400 gp
MAKING SENSE
OF THE LIST
When you build a stronghold, its often easiest to first
look at the clusters: collections of components that
work well together. Oriel also notes which components
go underground, because theyll have different wall
costs (which hell pay for later).
For the Alqalinde Guildhouse, the Wizards Research
Cluster is an obvious choice. The masters get to use the
fancy laboratory, of course, and Oriel decides on a
second, more basic magic lab for the apprentices.
Theyll live in a barracksafter all, theyre apprentices.
There are 10 basic bedrooms (remember, each bedroom component has two bedrooms) for guildmasters
and Oriels fellow adventurers when theyre in town.
The dining hall and extended kitchen are enough to
support the bedroom guests, the apprentices in the barracks, and the servants.
Oriel adds a fancy bedroom suite and fancy office for
himself, and a meeting chamber (paid for as if it were a
fancy tavern) for the guild leaders. A gatehouse makes a
nice entrance, and Oriels fellow adventurers insist he
add an armory for accumulated loot. Finally, he adds
two basic offices, one for the castellan and one for the
guards.
OTHER EXTRAS
Oriel wants a secret passageway between his bedroom and the fancy magic lab, so that means buying
two secret doors (Search DC 30) at 400 gp. He
upgrades each exterior bedroom door to strong wood
(400 gp), buys an iron portcullis for the gatehouse
(750 gp), and buys stone doors for both magic labs
(he doesnt want anything escaping) and the meeting
room (privacy is a virtue). Five stone doors cost 1,500
gp. Each upgraded door gets a good lock (Open Lock
DC 30), which adds an additional 450 gp. Finally,
every aboveground stronghold space gets iron bars
and glass on its windows (1,050 gp). And the meeting
hall, fancy magic laboratory, and Oriels bedroom
suite and study get lead-lined walls (6,400 gp), which
block detect spells. Oriel is tired of being spied upon.
WONDROUS
ARCHITECTURE
The fancy magic laboratory has an engraved magic
circle against evil (1,500 gp) for planar binding spells and
the like. The security-conscious Oriel also pays for
incriptions of vacancy on the meeting hall (22,500 gp)
and inscriptions of privacy in his bedroom suite (14,000
gp). His office gets a pool of scrying (7,500 gp), and the
gatehouse gets a warding bell (7,200 gp). Oriel could
build these items, as he could any magic item, but hes
loath to spend the experience points, so hell just buy
them.
A few weeks ago, Oriel had some trouble with teleporting assassins, but he cant afford enough forbidding
sigils (see sidebar) to protect the entire stronghold.
Maybe hell get the partys cleric to cast forbiddance on
the Alqalinde Guildhouse when construction is complete.
ABOUT THE
CARTOGRAPHER
Sean K Reynolds was born in a coastal town in southern California. A professional game designer since
1998, he coauthored the FORGOTTEN REALMS Campaign
Setting and the Living GREYHAWK Gazetteer for the new
edition of D UNGEONS & D RAGONS , as well as many
other books. After leaving a design position at Wizards
of the Coast, he spends his free time reading and creating computer animationand now maps. Read more
about him at <www.seankreynolds.com>.