Construction Journal: the AlQalinde Guildhouse
A Stronghold Builder’s Guidebook Web Enhancement by David Noonan
The Stronghold Builder’s Guidebook is comprehensive To use this web enhancement, you must already resource detailing everything a Dungeon Master or have the Stronghold Builder’s Guidebook—you will need player needs to design, construct, and play with castles, to refer to it as you read along. You also fortresses, towers, and more. As an example of how to will want to refer to the maps of the completed Guild- build a stronghold within the context of an ongoing house featured on pages 4 to 6 of this document. campaign—and as a reasonably priced fortress for your This bonus game material is exclusive to own character’s use—here’s the Alqalinde Guildhouse. the official DUNGEONS & DRAGONS® website: This is a tower created by Oriel, a 13th-level wizard in a
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks When Oriel begins construction, he knows he and the d20 System logo is a trademarkowned by Wizards of the Coast, Inc. All wants to build a tower in the center of the capital city Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. of Forghul, and that part of the tower will be under- 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 ground. Forghul is a large city (price modifier of prohibited without the express written permission of Wizards of the Coast, Inc. +6%), and the climate/ terrain is temperate plains This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. (price modifier of –5%). 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. Now comes the fun part: buying components. Oriel To learn more about the Open Gaming License and the d20 System doesn’t have to worry much about defense, because License, please visit
2 suite) to be easy. Con- WONDROUS structing a fortress New Wondrous Architecture ARCHITECTURE based on a double helix Forbidding Sigils These inscriptions guard a The fancy magic laboratory has an engraved magic turns out to be a strong stronghold space from unwanted circle against evil (1,500 gp) for planar binding spells and choice from a security visitors—extraplanar or other- the like. The security-conscious Oriel also pays for standpoint. Oriel puts wise. A sigil has two effects: First, incriptions of vacancy on the meeting hall (22,500 gp) all the public areas on the area is sealed from extradi- and inscriptions of privacy in his bedroom suite (14,000 one helix, and more mensional travel into it, includ- gp). His office gets a pool of scrying (7,500 gp), and the private areas on the ing dimension door, teleport, plane gatehouse gets a warding bell (7,200 gp). Oriel could other. For example, one shift, and summoning spells. build these items, as he could any magic item, but he’s helix starts at the gate- Second, creatures with align- loath to spend the experience points, so he’ll just buy house and ascends ments different from the caster’s them. through the dining cannot enter the area. Creatures A few weeks ago, Oriel had some trouble with tele- hall, past the kitchen whose alignments differ in one porting assassins, but he can’t afford enough forbidding and the castellan’s aspect (lawful evil vs. chaotic evil, for example), suffer 3d6 sigils (see sidebar) to protect the entire stronghold. office, to the meeting points of damage and are hedged Maybe he’ll get the party’s cleric to cast forbiddance on room and the bed- out. Creatures whose alignments the Alqalinde Guildhouse when construction is com- rooms beyond. The differ in two aspects (chaotic plete. other helix heads from good vs. lawful neutral) suffer guard captain’s office to 6d6 points of damage. RUN THE TOTALS the armory, then A successful Will save (DC 19) there’s a break. When negates both effects, but if a Oriel has made all his construction choices, and his the second helix character fails the save once, plans for the Alqalinde Guildhouse are complete. The reemerges, it connects future attempts automatically total cost is 146,642 gp, just slightly under budget. It’ll the meeting room to fail. take 15 weeks to build the guildhouse, and with the the guildmaster’s study Dispel magic automatically fails amount of spellcasting required of Oriel, he’ll have to and bedroom suite. against forbidding sigils unless the be there much of the time. Time to talk with the other dispeller is 11th level or higher. Guildmaster Oriel can players and the DM about taking the winter off from Caster Level: 11th; Prerequisites: privately travel among defending the realm. Craft Wondrous Item, forbiddance; his office, bedroom, Market Price: 12,200 gp. meeting room, and MAKING IT LOOK GOOD magic laboratory (the Now that Oriel knows the details for his stronghold, latter through a secret it’s time to map it. Originally, Oriel tried a traditional tube that runs down the center of the granite tower, with crenellations, staircases, and all the spike—it’s omitted from the map for clarity). Mun- medieval trappings. But no matter how gothic he dane guests never need to travel beyond the dining makes the Alqalinde Guildhouse, it blends into the room, and more trusted guests can easily access the cityscape. Oriel isn’t evil, but he does have a sinister meeting room and kitchen. And Oriel is strange streak, so he designs a building that looks like an abode enough to like the subtly disorienting effect of tube- of the powerful. hallways of solid, smooth granite that get ever Oriel imagines a double helix of rooms centered steeper as you ascend through the guildhouse. around a huge granite spike and connected by tunnels When he’d done, Oriel smiles to himself. His rivals that run through the otherwise solid spike. All the won’t be able to ignore him anymore... rooms hang off the edge of the granite spike like mush- rooms on a tree trunk. See the results for yourself on the Guildhouse Planning the interior corridors, Oriel varies from a maps starting on the next page. strict double helix, because he wants certain connec- tions (such as the guildmaster’s study and bedroom
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ABOUT THE AUTHOR ABOUT THE David Noonan is a designer and editor for the Core CARTOGRAPHER DUNGEONS & DRAGONS team at Wizards of the Coast. Sean K Reynolds was born in a coastal town in south- His credits include codesigning and editing the ern California. A professional game designer since D&D Adventure Game and parts of the new Player’s 1998, he coauthored the FORGOTTEN REALMS®Campaign Handbook, DUNGEON MASTER’s Guide, and MONSTER Setting and the Living GREYHAWK®Gazetteer for the new MANUAL®. He’s also the coauthor of the Hero Builder’s edition of DUNGEONS & DRAGONS, as well as many Guidebook, Sword and Fist, Song and Silence, and the other books. After leaving a design position at Wizards Stronghold Builder’s Guidebook. His wife lets him out of the Coast, he spends his free time reading and creat- once a year, so please excuse his wild-eyed, frantic ing computer animation—and now maps. Read more behavior. about him at
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