I posted this in the regular forum, so i thought i'd also post this here for you guys to see.Note: The prices are in a table of their respective sections.
Hello everyone. After buying the dungeonscape book and looking through all the juicy new potential stronghold builders material, but not seeing any prices for any of the stuff, i got quite p!ssed off about it.
So, i've decided to put this together for everyones use. This includes all the stuff from the book and some ideas of my own. (If i've missed anything please tell me). Also, if you dissagree with any of the prices, also tell me.
New WallsWalls of Air
I am not reprinting what dungeonscape has said on walls of air, I am adding my own stuff to the walls.
Crossing through a typical wall of air requires a successful Strength check (DC 10 +2 for every 6 inches over 1 foot). Treat this as the break DC for the purposes of the magically treated enhancement.
If both the inner and outer wall of a stronghold space are made of air, then the ranged weapons which have a 30% chance to miss instead automatically miss, and things like a giant-thrown boulder, a siege engine projectile, and other massive ranged weapons have a 30% miss chance instead of being unaffected. It also requires 2 strength checks to get through such a wall. Holes can be left in the walls for windows, or parts can be made invisible by permanent invisibility (for those airy walls that aren’t transparent, see below). Airy walls typically can’t support normal doors, so an archway can be made into the walls for free, or a specifically made door can be attached (see the doors section below).
Alternatively, a wall of air can be made from vapour, smoke, or gaseous spell effects. A wall of vapour is somewhat opaque; it can be of any colour and provides concealment (20% miss chance) to those on the other side. A wall of smoke provides total concealment (50% miss chance) and presents a greater hazard to air-breathing creatures. If such a creature does not hold its breath while passing through the wall or spending 1 or more rounds within the smoke, it must succeed on a DC 15 Fortitude saving throw (+1 per previous check) or spend 1d4 rounds choking and coughing, unable to take any action other than movement and defence. In a stronghold made entirely of air, a wall of smoke should be used on stronghold spaces that require privacy.
If you want to make your walls from a gaseous spell effect (such as a stinking cloud spell), then it will cost an extra 1000 x spell level x 2 gp. Any expensive materials and XP costs must be paid. Air breathing characters that pass through such walls are subject to their effects if they do not take adequate precautions such as holding their breath.
Stronghold spaces with walls of air have the cost of the Flying Enhancement by 50% and the cost of any speed enhancement by 50% as long as the stronghold space is also flying.
HP: N/A; Break DC: 18*Walls of Blood Rock
HP: 12 per inch of thickness; Break DC: 20 +1 per inch of thickness.Brimstone
My own idea
Black, crusty and charred looking, brimstone is easy to build and repair. They are also easy to destroy with the right tools. Cold damage overcomes the walls hardness and deals half again as much damage. Brimstone is immune to fire damage. Strongholds made of brimstone are only viable in extremely hot conditions or when protected by the cold by an appropriate elemental protection augmentation. Brimstone is half price in hot climates.
HP: 3 per inch of thickness; Break DC: 15 +1 per inch of thickness.Walls of Deadwood
HP: 9 per inch of thickness; Break DCL 14 +1 per inch of thickness.Walls of Elementum
HP: 12 per inch of thickness; Break DC: 20 +1 per inch of thickness.Walls of Fire/Freeze/Acid/Electricity
This wall isn’t available underwater.Walls of Flesh
I am not copying the dungeonscape descriptions, i have added my own stuff to the walls of flesh
Each wall piece comes with a free set of eyes on the wall (which in addition to their disturbing appearance, might be combined with divination magic to alert the stronghold owner) and a free gaping maw both on the floor and on the wall. The maw on the wall bites anyone who touches it (attack +5, 1d6 damage), and the ones on the floor bite those who pass by. You can add extra eyes of maws for an extra 1,000 gp each. (They fill a 5-ft. square). You can also make one 5-ft section of the floor difficult terrain (bulging muscles and pulsing organs) and one 5-ft section light rubble (scales, eyes and other irregularities) for free. Any extras also cost an extra 1000 gp each.
HP: 5 per inch of thickness; Break DC: 18 +1 per inch of thicknessWalls of Insects
The wall is not solid, but crossing requires a strength check (DC 15 +2 for every 6 inches over 1 foot). Treat this as the break DC for the magically treated enhancement.
HP: 3 per inch of thickness; Break DC: 15 + 2 for every 6 inches over 1 foot.Walls of Mage Stone
HP: 12 per inch of thickness; Break DC: 20 +1 per inch of thickness.Walls of Magma
The wall is not solid, but crossing through requires a successful strength check (DC 20 +2 for every 1 ft. after 3 ft.). Treat this as the break DC for the purposes of the magically treated enhancement.
The floors of such a room are magically strengthened to support weight. Walking on such a surface deals 2d6 points of fire damage per round. Alternatively, you can make the floor partially cooled, forming a hard crust that is safe to walk on (treat as light rubble), with as many as two patches of (5-ft. by 5-ft.) open lava. .).
Doors that are attached to a stronghold space made of magma have to be made magically immune to fire, costing an extra 500 gp.
This wall isn’t available under water.
HP N/A; Break DC: 20 +2 every 1 foot after 3 foot. Walls of Ooze
Opening a hole in a wall of ooze requires a successful DC 20 strength check, but the passage is temporary and closes again after 1d4 rounds. Treat this as the break DC for the magically treated enhancement.
HP: 3 per inch of thickness; Break DC: 20Walls of Plants
Made from knotted vines, leathery leaves, and living bark, plant walls are a favourite among druids. As long as the plants have an ample supply of water and light, the wall repairs any damage dealt to it at a rate of 5 points per day. Plant growth restores a damaged section to its full hit points immediately. Without an ample supply of water and light, a plant wall withers and dies within a month, and completely deteriorates after 3 months.
Alternatively, you can make a stronghold space with walls formed of fungus, which require only water to maintain, as long as some other food source is available. The corpses of monsters and unfortunate adventurers usually suffice.
HP: 8 per inch of thickness; Break DC: 10 +1 per inch of thickness.Walls of Souls
The floors of such stronghold spaces are magically supported, but otherwise confer no negative effect.
HP: N/A; Break DC: N/AWalls of Water
Again, some of my own stuff with the walls
The wall is not solid, but crossing through requires a successful Swim check as through still water. Treat this as the break DC for the magically treated enhancement. At your option, you can have any amount of 5-ft. squares contain open water, which are nearly impossible to see (Spot DC 25). Such holes might drop someone into a water-filled level below, or simply act as drowning pits.
Alternatively, for an extra 2000 gp, you can give the walls a strong flow, increasing the Swim checks accordingly.
HP: N/A; Break DC: SpecialWalls of Webs
With my own stuff.
Spun by normal and monstrous spiders, walls made from webs are a common feature in the strongholds of drow and other subterranean creatures. Breaking through a wall of webs requires a DC 20 Strength check. Anyone who fails the check by 5 or more becomes stuck and must make a successful DC 15 strength check to pull free (a full-round action). Alternatively, a creature stuck in a wall of webs can attempt another DC 20 Strength check to emerge on the other side. Doing any of this with a swarm of monstrous spiders attached causes them to attack the creature. A destroyed section of a wall of webs is repaired in 1 day as long as adjacent sections contain any living spiders. The price given is for a wall that contains no spiders. For an extra 5,000 gp, you can add a swarm of monstrous spiders to each section of the wall.
HP: 2 per inch of thickness; Break DC: 20
Wall Type Typical Thickness Break DC Hardness Hit Points Climb DC Cost Per SpaceI'm sorry that this table is not in the correct order
Air 3 ft. 18* - - - 4000 gp
Vapour 3 ft. 18* - - - 6000 gp
Smoke 3 ft. 18* - - - 8000 gp
Air spell effect. 3 ft. 18* - - - Varies
Fire 1 ft. - - - - 12,000 gp
Freeze 1 ft. - - - - 10,000 gp
Acid 1 ft. - - - - 11,000 gp
Electricity 1 ft. - - - - 11,000 gp
Flesh 1 ft. 30 2 60 20 10,000 gp
Insects 1 ft. 15* 0 36 - 5,000 gp
Magma 3 ft. 20* - - - 15,000 gp
Ooze 3 ft. 20 0 108 - 13,500 gp
Plants 1 ft. 22 5 96 25 750 gp
Souls 1 ft. - - - - 10,000 gp
Water 5 ft. Special** - - - 1,000 gp
Webs 3 ft. 20* 0 72 20 3,000 gp
Blood Rock 3 ft. 56 10 432 22 12,000 gp
Deadwood 6 inches 20 4 54 21 4,000 gp
Elementum 3 ft. 56 8 432 22 20,000 gp
Brimstone 1 ft. 27 10 36 25 10,000 gp
Mage Stone 3 ft. 56 8 432 20 20,000 gp
New DoorsAir Doors
My own invention
Doors of air can only be fitted into walls of air. The normal doors of air are little more than archways ‘carved’ into the wall of air, and one comes free with each stronghold space with walls of air. An alternative wall of air is one that splits open on command. Such doors are indistinguishable from the walls and can be password protected for an extra 300 gp. Air doors can be pushed through at the same DC as the surrounding wall.Bone Doors
I'm sure they wont mind this one line piece of text.
Ribs and spines make up the frame of this macabre door, and skulls form much of the body. Energy Doors
This gleaming door is made of searing energy, such as fire, burning cold, acid, or electricity. Flesh doors
A flesh door might be a relatively thin membrane, resembling an eardrum or diaphragm that responds to particular vibration. Breaking through the membrane is fairly easy, by dealing piercing or slashing damage.Glass Doors
Doors made from glass are used primarily to achieve a desired aesthetic effect. Golem Doors
A truly bizarre – and truly secure – creation, a golem door is carefully crafted from pieces of iron and adamantine. Ice Doors
Like glass doors, those made of ice are often clear, delicately sculpted, and easily damaged, so they rarely secure critical areas. Plant Doors
With my own stuff added
Like walls of living vegetation, plant doors are a favourite among druids. A plant door has the same requirements and characteristics as a wall of plants, although it is thinner. Plant doors made of fungus cost an extra 500 gp. Plant doors can open either in the normal way, or they can form passages for those designated to pass or at a command word. Such doors also cost an extra 500 gp.Void Doors
Need full description for my own stuff added.
A void door appears as inky, liquid blackness filling a rusted doorframe. A thin curtain shaped from the stuff of the Negative Energy Plane, this door does not open but is simply passed through. The negative energy has a strange effect on the senses: Anyone reaching through is unable to sense anything beyond, even the floor. Neither sound nor light can pass through a void door, making it difficult to determine what lies on the other side. For an extra 2,250 gp, you can make the door deal 1d8 negative energy damage to creatures as they pass through, and for an extra 3,000 gp on top of that, you can make the door bestow 1 negative level (as well as the negative energy damage) to those that pass through (duration 1 hour, Will DC 20 negates). Void doors are normally placed in front of other, more solid doors. Water Lock Doors
Completely changed how the doors work.
This circular bronze barrier is inscribed with Aquan runes. It has a latch set in its middle, and is cool to the touch. This door serves as an “airlock” that holds back water. It comes with a 10 ft by 10 ft room with another such door on the opposite side. Opening the outer door floods the room (if sufficient water is held at bay). The outer door is then meant to be closed, and the inner door opened, sending the water from the room through the inner door and into the room or corridor beyond. Alternatively, such doors and their room can hold back a vacuum, and have Auran runes instead.Zombie Doors
Made from corpses that have been stitched together, zombie doors are a favourite of necromancers.
Door Type Game Information Cost
Air 3 ft thick, hardness N/A, hp N/A 300 gp
Bone 3 in. thick, hardness 5, hp 15 40 gp
Energy 1 in. thick, hardness N/A, hp N/A 2,000 gp
Flesh 1 in. thick, hardness 2, hp 5 2 gp
Glass 2 in. thick, hardness 1, hp 8 500 gp
Golem 6 in. thick, DR 10, hp 120 5,000 gp
Ice 4 in. thick, hardness 10, hp 20 40 gp
Plant 6 in. thick, hardness 5, hp 30 60 gp
Void 1 in. thick, harness N/A, hp N/A 750 gp
Water Lock 2 in. thick, hardness 10, hp 120 3,000 gp
Zombie 6 in. thick, hardness 5, hp 30 2,500 gp
New RoomsElevator Control Room, Basic
Size: ½ ss
Cost: 1,000 gp
Pre-Requisites: Maintenance Crew (1 Expert)
This basic room contains the gears required to operate the elevators. It is placed on the bottom floor of the elevator. Inside is a single chair for the Maintenance Crew and basic furnishings. The Maintenance Crew (Exp 1; Prof (Elevator Maintenance 7)) is there to make sure that the gears remain clean and that nothing gets lodged in between the them. Anything lodged between them takes 2d6 points of crushing damage and causes the gears to become disabled until it is either removed or destroyed by crushing.Elevator Control Room, Fancy
Size: 1 ss
Cost: 10,000 gp
Pre-Requisites: Maintenance Crew (2 Experts)
This room is required for the Fancy Elevator Room, as it requires more gears to operate than the basic version. Inside is the magic item, fixed firmly in place, that uses telekinesis to operate the gears. Two comfy chairs made out of leather are there for the convenience of the Maintenance Crew, who do the same jobs as the guys in the basic version, being careful not to mess with the magic item too much. In one corner is a desk for working on. On the walls are paintings to make the place feel more homely. There is also an emergency access shaft into the elevator room in case of emergency repairs. Elevator Control Room, Luxury
Size: 1.5 ss
Cost: 25,000 gp.
Pre-Requisites: Maintenance Crew (2 Experts), 2 Guards per shift.
This room is required for the luxury Elevator Room, requiring even more gears to operate. The floor is made of marble and on the walls are paintings and murals depicting secrecy. Inside are 2 magic items fixed firmly in place required for turning the gears and four plush and cosy chairs. At one end is a desk that lines the wall in which the guards sit. On that wall are metal plates (One for each floor of the elevator) that show the corridor beyond the doors of the elevator and one for inside the elevator (using scrying magic). From here the guards open the elevator doors for would be users using buttons (1 for each floor). Also here are buttons that allow the guards to speak to those waiting outside the elevator doors (and likewise, the same type of buttons are available outside the elevator doors). Pressing these buttons activates a magic mouth effect that listens to what the presser of the button has to say, and either repeats it in the control room or repeats it at the elevator door (or inside the elevator).Elevator Room, Basic
Size: ½ ss
Cost: 1,000 gp
Pre-requisites: Elevator Control Room
This room stretches vertically as many floors as you’d like, containing an moving platform/cage, called an elevator, designed to carry people and some items up to or down to a floor they desire. The elevator is made of wood and has a flap at the top for getting out in case of emergencies. It is pulled along via pulleys combined with ropes or chains, with gears that operate it in the Control Room via a handle that you spin. Inside it is basic and plain. The elevator can lift up to 1000 lb. At each level is a gate door that opens by hand. The doors at each level have a handle too. The time it takes to ascend from one level to the next is 2 rounds. Elevator Room, Fancy
Size: 1 ss
Cost: 10,000 gp
Pre-requisites: Fancy Elevator Control Room
The Elevator is well furnished, with polished wood covering the corners and chairs in the corners for those who wish to sit down, complete with a sign outside, inlaid in the wall, saying what floor you are on. This elevator can lift up to 1,500 lb., is made of iron, and is faster too. Utilising telekinesis magic, this elevator has an “Up” button, a “Down” button and a “Stop” button. Pressing the up and down buttons causes the elevator to rise of descend one level. It takes only 1 round to ascend from one level to another. The doors at each level are made of iron and open automatically when the elevator reaches that level, and close if the lift doesn’t move. Pressing outside buttons calls the elevator to that current floor, or opens the door if it is already there.Elevator Room, Luxury
Size: 1.5 ss
Cost: 25,000 gp
Pre-Requisites: Luxury Elevator Control Room, 1 valet, and 1 guard per shift.
Capable of loading heavy equipment from one floor to another quickly and efficiently, this Elevator has all you could ask for. Made of marble on the inside and adamantine on the outside, not only is it sturdy, but it looks good too. Four plush chairs, with very comfortable cushions, and painting and murals depicting easy travel line the interior. Around the rim are Auran runes, which constantly blow cool air into the elevator for those that come in hot and sweaty from a days hard work. Users have the option to elevate fast, medium or slow, depending on whether they need a rest, at the touch of a button. Going slow is exactly like the basic version of this room, medium like the fancy version, whilst going fast elevates at 1 round for every 5 floors. There is one button for each floor, and when pressed, activate permanent magic mouths, telling the user which floor they are going to and which floor they are on. Also inside is a permanent magic mouth which plays music. Outside is a dial, which is connected to the pulleys inside, that flips each time the elevator goes up or down a floor, telling you exactly which floor the elevator is on. This elevator can lift a whopping 2,500-lb.
The Valet is there to make sure everyone has an easy time operating the elevator and to keep it clean and tidy.
NOTE: You can choose to put the elevator rooms into the game with or without the control rooms. I wasn't sure whether they would need one, so i made control rooms for them.
Security Room, Basic
Size: 1 ss
Cost: 5,000 gp, plus 500 gp per room or extra corridor.
Pre-requisites: 2 guards per shift.
Utilising scrying magic, the security room monitors different areas of your stronghold for the safety of its denizens. On the edges of the room on three of the walls, leaving out the wall with the door attached, are table tops, firmly fixed to the floor by stiff metal poles. Attached to the walls of the room are iron plates, bolted in place, and linked to a maximum of 10 rooms, one plate per room. Each plate has a scrying type spell infused into it, permanently scrying into the rooms that they are linked to, with one extra plate for free scrying a corridor outside the room. Each plate has writing above it to show which room or corridor it’s connected to. Plates for scrying extra corridors connected to a room cost an extra 500 gp each. Such extra plates can only scry the corridors next to a room connected to the security room. Also in the room are two wooden chairs, designed for use rather than for comfort.
This room is obviously designed to detect intruders in your stronghold, but it is also useful if things like fires break out.Security Room, Fancy
Size: 1.5 ss
Cost: 15,000 gp plus 1,000 gp per room
Pre-requisites: 3 guards per shift.
This room is much like the basic version, except it allows up to a maximum of 30 rooms to be scried, and the chairs are wheeled (a clever design made by gnomes), meaning the guards can easily swing from one table to the next. The room also features an alarm system throughout the rooms connected to it. The guards can send an alarm to any combination of rooms with any message required via an improved version of ghost sound, or a normal alarm via the spell using buttons. The room is also well furnished, and more comfortable than the basic version. All plates for corridors connecting to the different rooms are free.Security Room, Luxury
Size: 2 ss
Cost: 25,000 gp plus 1,000 gp per room
Pre-requisites: 4 guards per shift.
This room has marble tabletops, and mithril poles to fix it to the floor. There are four chairs, each very comfortable and also made out of mithril. The room can be connected to any amount of rooms, and the first 10 rooms are free, as are all the corridor plates. Along with the alarm system mentioned in the fancy version of this room, there is a big lever that can be used to ring a general alarm throughout the entire stronghold (My favourite is “Intruder Alert! Intruder Alert!”:D) that can be like an alarm spell, or anything else of your choosing. This is achieved by an improved version of ghost sound.
As an optional part of this room, you may add the ability for the guards in the room to summon creatures into any square in an area that they are surveying at the touch of a button. The monster will be able to hear telepathic commands given to it by its summoner and will be summoned for 20 rounds. Only one such creature may be summoned at a time. If another is summoned, the previous one disappears. To utilise this ability, pick a conjuration (summoning) spell and then pick one creature from the list of creatures that conjuration (summoning) spell provides. This adds an amount of gp to the cost of this room by an amount equal to the spell level x 20 x 2000
Have a look at this and tell me what you think.