I'm afraid I'm disappointed with the article. There are a few rooms that do what I want my stronghold to do, and make it worth the cost of investing in them.
Prison - Useful for keeping low level enemies locked up.
Guards - Good for keeping it secure from wandering low-level monsters.
The iron doors, defensive walls moat and arrow slits are general enough and self-explanitory enough that they are useful.
Other than that the other rooms basically have a +1 to a skill per tier only in that room. Not really worth the cost of investing it compared to buying other magical items or equipment. Plus, they commit the cardinal sin of a D&D magic item... being boring. If I am building a library for example, why not give me a sage follower to go with it? With a magical laboratory, how about a place to research alchemist formulas by allowing you to freely purchase them there? There is so much more they could have done besides +1 skill check without breaking the game.
Prison - Useful for keeping low level enemies locked up.
Guards - Good for keeping it secure from wandering low-level monsters.
The iron doors, defensive walls moat and arrow slits are general enough and self-explanitory enough that they are useful.
Other than that the other rooms basically have a +1 to a skill per tier only in that room. Not really worth the cost of investing it compared to buying other magical items or equipment. Plus, they commit the cardinal sin of a D&D magic item... being boring. If I am building a library for example, why not give me a sage follower to go with it? With a magical laboratory, how about a place to research alchemist formulas by allowing you to freely purchase them there? There is so much more they could have done besides +1 skill check without breaking the game.