Hello again! Regardless of the two off topic blogs since part four, it has been far too long since I worked on using the Stronghold Builder's Guidebook. Having caught up on my current campaign and getting my schedule down I am now willing and able to continue! To begin let's recap what were in the first four parts. Part one was a simple skimming and complicated numbers run. It overviews the math I did a little bit and the hows and whys of determining compatibility. Part two is where we jumped into the book. A lengthy post, it describes the frameworks of chapter one and the construction of a stronghold. Part three became a small deviation adapting current rituals to be used to reduce construction costs in replace of the old spellcasting system. Part four (our most recent part) was the beginning of chapter two. It goes into the room by room, wall by wall customization of your stronghold. It covers walls, doors, and your staff.
Being the meatiest of chapters I decided to hold of and finish in this, part five! Following the short section for staffing your headquarters is a section on magic items. This is essentially unnecessary for the actual building of your stronghold. It provides a list of magic items, most of which appeared in previous publications. The useful bit here is the short usage descriptions, the "how does this make my stronghold better." This can easily be used for a guideline and idea giver for those looking to stockpile their place. In addition to this I strongly suggest seeking out the Adventurer's Vault 2 which includes a useful (if short) section of wondrous items specifically for ones stronghold.
Perhaps the shortest section I have come across in the book follows this. Two paragraphs detail moat building. This can easily be followed without adjustment. The section following this is one which could drive multiple levels within a campaign. It details the building of mobility and portals in the stronghold. Personally I suggest being careful. If there is a copious amount of magic then follow the guidelines and costs. If you campaign doesn't have too much magic (or other possible methods) I suggest you make this the goal of an adventure. Perhaps the party must find an ancient artifact or ritual to allow them to grant their stronghold the desired mobility. Portals are much less cost-benefit. They simply require the use of appropriate rituals, many of which are provided in the fourth edition rulebooks already. Coupled with portals is the next portion describing spells that could be useful is cast in your stronghold or made permanent there. This, again, would involve rituals these days which each provide their own guidelines. I also stick by my double/triple cost to make such things permanent. Please feel free to do otherwise but its a quick, easy fix that doesn't bog down the party wanting a magic mouth to greet guests all the time, for example.
The reminder of the chapter includes the following: traps and wondrous architecture. Traps provides an obvious problem: they work VERY differently now. My suggestion is to follow the guidelines for making traps that are provided in the Dungeon Master's guides or to use already made traps located therein. Off the top of my head I do not believe they provide costs (there is no need). My suggestion is to use the cost of a magic item of the level of the trap divided by two or three. Why divide? Well the PCs will be limited on money and traps are appealing but may never see use in game. Very expensive traps may just make the PCs forgo even considering traps, regardless of how much they want them. So depending on the style and expected use of them, scale the price.
Wondrous Architecture is also complicated. Some of these are very simple. Skill bonuses or auras to detect alignments or natures. These could easily be used as is. All in all many can be easily adapted. For the purposes of this I will use a summoning stone for example. Price is broken down by 9 levels (as spells used to be). To accompany this cost I suggest breaking it down to every 3rd level of character. For example type 4 costs 8,400 gold. In 4E terms this would be the equivalent of a level 9-12 character spell. Now you may be asking, "what do you mean character spell??" Well use a summoning daily. One from the wizard's section in the Arcane Power sourcebook. This would end up being a level 9 daily. The summoning stone can just cast the spell using a minor action or a standard action if you like.
And with that, we come to the end of chapter two. I grant you that my suggestion for the last two sections is rather general and short, but aside using 5 more blogs for conversions that is the best I can do. I am open to questions or suggestions on specific conversions however. Finally I would like to tell you that I will be moving on to chapter three much sooner than this portion of the blog was following the last. I warn you that I am shooting for two weeks from today this time. Don't want to overshoot it again. So! Look for it then and if I can get it in earlier I will. Sorry for the last delay and I look forward to comments!
