Advanced Fortifications: The Anatomy of A Castle
Advanced Fortifications: The Anatomy of A Castle
Advanced Fortifications: The Anatomy of A Castle
C
astles and other defensive structures are integral Feature Cost
to the high fantasy experience, so it seems Deathtrap 100 gp per individual trap; 1,000 gp for a
strange that only passing mention is made of complex trap-chamber.
them in the DMG. This article is an attempt to
expand those rules and add some interesting Dungeon 25% of base construction cost.
variations. Escape tunnel 10% of base construction cost.
Gargoyle 500 gp per gargoyle.
defenders
The Anatomy of a Castle Increased 2 gp/day per soldier.
Let's start with the fortifications themselves. There is a garrison
potential for massive variation between castles, depending on Magical traps 200 gp per trap
where they are located, what their purpose is and who built
them. In particular, size, shape and material have a large Moat (dry) 25% of base construction cost.
impact on how much a castle costs to build and how difficult Moat 35% of base construction cost.
it might be to assault. (flooded)
Mountaintop Base construction cost and time are
Types of Castle location doubled.
This list includes information from chapter 6 of the DMG.
Round turrets 10% of base construction cost.
Construction Construction Maintenance
Castle Cost Time Costs Garrison
Deathtrap. Some castles are built specifically to kill
Blockhouse 15,000 gp 100 days 50 gp/day 40 intruders in fiendish complexes of dead ends, trapped
Fortress 1,000,000 1,800 days 1,000 400 corridors and drowning chambers. Individual traps might
gp gp/day include the hidden pit, collapsing roof or fire-breathing statue
from the DMG, while a self-sealing room that slowly fills with
Hill fort 5,000 gp 60 days 50 gp/day 25 poison gas would count as a complex trap.
Large castle 500,000 gp 1,200 days 200 gp/day 100 Dungeon. A resilient, underground complex that provides
Medium 300,000 gp 800 days 150 gp/day 75 shelter in times of hardship. Dungeons cannot be damaged
castle by surface-based attack and fire cannot spread from above
ground into them.
Ruined
castle
N/A N/A 100 gp/day 50 Escape tunnel. When the castle is besieged, an escape
tunnel enables the defenders to retreat in safety. The length
Small castle 50,000 gp 400 days 100 gp/day 50 of the tunnel could be anything from a few hundred feet to
Watchtower 15,000 gp 100 days 25 gp/day 10 several miles.
Gargoyle defenders. Some of the castle's decorations are
Wizard's 25,000 gp 125 days 50 gp/day 5 replaced with dangerous creatures.
tower Magical traps. Arcane glyphs have been inscribed at key
points in the castle, presenting an additional hazard to
Blockhouse. A small building that provides cover for besiegers. Magical traps use the rules for the glyph of
ranged fighters but no accommodation for civilians. Designed warding spell. Spell glyphs could contain any spell of third
to be constructed quickly and cheaply; unlikely to last long level or lower.
against a determined assault. Could be considered as a low- Moats. A ditch surrounds the castle, making it harder to
rise watchtower. get close to the walls. A dry ditch is filled with stakes that
Fortress. A large, fully-militarised structure with strong make it impassable for mounted troops, and the steep slope
defenses and significant firepower. Scientific principles are requires a DC 15 Strength (Athletics) check to climb.
applied in their design. Flooded moats can be swum across, but swimmers are
Hill fort. An early type of castle where the primary defense vulnerable to attack and unable to carry much equipment
is a wooden palisade around a hilltop, surrounded by with them. Aquatic monsters such as quippers, water weirds
earthworks. or hydras could be brought in to live in a flooded moat, but
Wizard's tower. A wizard's tower is usually taller and less the cost to do so is usually prohibitive.
heavily built than a watchtower, but may include unusual Mountaintop location. Building a castle on the top of a
arcane defenses. The garrison are likely to be apprentice mountain is a logistical challenge, but is worthwhile because
wizards or summoned monsters. the natural defenses and steep escarpments make assaulting
it a daunting prospect.
Additional Security Round turrets. Square turrets are vulnerable to attack by
Beyond the basic structure of the castle, various additions or siege weapons, as the corners can be smashed to
changes can be made to increase its strength. The following compromise the structure's integrity. Rounded towers are
can be applied to any type of castle at a cost equal to the harder to break down, having no obvious weaknesses. They
stated percentage of the base castle's construction cost. have resistance to damage from siege equipment.
Siege Rules
B
y and large, siege warfare can be carried out Collapsing Walls
using the standard rules. Armour Classes and Fighting in and around castle buildings presents the
Hit Points for objects, including wooden and possibility of large quantities of masonry collapsing onto
stone walls, are detailed in the core books, as people, or people standing on top of a wall being injured as it
are the rules governing climbing, falling, crumbles. As a general rule, when a creature is standing on a
swimming and traps. However, some of the section of wall that is demolished, I would treat that as if it
situations involved in attacking or defending was falling, but double the amount of fall damage. Creatures
fortifications are not covered or are left ambiguous. Here are that are standing within a certain distance of the foot of the
some rulings I would make: structure - probably half its height to either side - would be
subject to a flat 4d6 bludgeoning damage (DC 13 Dex save
AC & HP for Structures for half).
Permanent structures, such as walls, towers and buildings,
should be broken down into 10 foot cubes for the purposes of Killing Fields
HP and damage: attacks against part of a wall destroy only In most castles, towers and baileys are set in such a way that
that part (though unsupported sections of wall above a attackers are exposed to constant attack from defending
destroyed section may well collapse shortly afterwards). archers. Figuring out how many archers are able to fire and
Based on the information in the core books, I would use the rolling their attacks individually is impractical, so instead I
following statistics: would have all attacking creatures that start their turn in a
Hit Points. Walls have 30 HP per inch of thickness. The zone overlooked by garrisoned towers roll a DC 13 Dexterity
walls of a standard building might be 6" thick. Fortified saving throw. They would then take 2d6 piercing damage on
buildings might have walls 1 or 2 feet thick, while the a failure or 1d6 on a success.
curtain walls of a castle are likely to be at least 5 feet thick
if made from stone (that would be 1,800 HP per section). Spiraling Staircases
That may seem a lot, but there wouldn't be much point to Spiral staircases can be either right-handed (turning
building walls in the first place if they couldn't resist clockwise from the ascender's point of view) or left-handed
attack! (turning anticlockwise) - most are right-handed. I would say
Armor Class. The ordinary armor classes for materials that melee attacks made by a creature whose handedness
listed on page 246 of the DMG can be used for most matches the stairs against a target on a higher step have
structures, but some parts of a castle are likely to be disadvantage. If a character's handedness has not been
reinforced using special materials or techniques. Wooden determined previously, roll a d100. On a roll of 1-88, the
doors banded with iron should have an AC of 16 or 17, for character is right-handed, on 89-99 they are left-handed and
example. Earthworks might have an AC of 12 (though they on a 00 they are ambidextrous.
can be made very thick to compensate). Lastly, in areas
where stone is scarce, castles may be built from ceramic
bricks. I would give this an AC of 15.
Burning Buildings
Although the strongest fortifications are made of stone,
wooden buildings are also used where resources are scare,
time is short, or no attack is expected. If such a building is set
on fire by any means, the fire can spread quickly. I would rule
that an unchecked fire would fill the room it's in after 1
minute. Any creature in the room would then take 2d6 fire
damage at the start of their turn. The risk of the fire
spreading to a neighboring room/building could be
represented by a d20 roll, with modifiers to account for wind
direction, fireproofing, etc., as appropriate. A wooden
building that has been burning for 10 minutes starts to
collapse.
Crusader by Unknown