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Building a stronghold on shoestring budget
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<blockquote data-quote="Elder-Basilisk" data-source="post: 255574" data-attributes="member: 3146"><p>At your level, your foes will be likely to have access to teleport and other powerful magics. The obscure entrance to the underground fortress will be useful for defense but you'll really need more than that if you don't want to arrive home after a long day of adventuring to find a group of Slaadi waiting for you.</p><p></p><p>I'd recommend some research for this. See if there are any areas in the campaign world where divinations don't fuction properly and build there. If you could dig your tunnels in a lead vein that would help against scrying (and hence against teleportation). Also see if anything reasonably common blocks teleportation or scrying directly.</p><p></p><p>Lighting: Unless you need light somewhere, don't have it. At least some of your enemies without darkvision won't be able to scry your area if it's dark. Of course, you only have one character with darkvision so you'll need a number of continual flame items in order to see but find a way to cover them when they're not in use.</p><p></p><p>Other good defenses:</p><p>Explosive Runes--damage like a glyph of warding and no expensive material components. If you have any labels of signs in places you don't expect visitors, use explosive runes. (You can designate people who won't set them off).</p><p>Magic Mouth--A good alarm spell</p><p>Arcane Lock--for 25 gold, you can lock your doors and make them harder to bash in. Plus it's permanent</p><p>Fire trap--Better damage than Glyph of Warding and much much cheaper</p><p>Illusory wall--Spiked pit traps are really cheap to make and with an illusory wall, they can be very well disguised. As a bonus, you can put really huge warnings above the corridor in explosive runes that read "Warning! Trap Ahead. Do Not Proceed!" You can read them without triggering them. Invaders probably wouldn't believe such an obvious warning but if they read it they took damage. And if they ignore it and fall into the pit, they'll feel really stupid.</p><p></p><p>On Glyphs of Warding: </p><p>-Use blast glyphs [sonic] on likely entrances. First, sonic damage is often overlooked by enemies who protect against elements. Second, the loud noise may alert you and/or your guards that something is going on.</p><p>-Use groups of spell glyphs all set to the same trigger or triggered on each other. A glyph that summons a pair of celestial eagles is annoying. A glyph that casts hold person followed by a glyph that summons an angry celestial bison next to the held character is deadly.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 255574, member: 3146"] At your level, your foes will be likely to have access to teleport and other powerful magics. The obscure entrance to the underground fortress will be useful for defense but you'll really need more than that if you don't want to arrive home after a long day of adventuring to find a group of Slaadi waiting for you. I'd recommend some research for this. See if there are any areas in the campaign world where divinations don't fuction properly and build there. If you could dig your tunnels in a lead vein that would help against scrying (and hence against teleportation). Also see if anything reasonably common blocks teleportation or scrying directly. Lighting: Unless you need light somewhere, don't have it. At least some of your enemies without darkvision won't be able to scry your area if it's dark. Of course, you only have one character with darkvision so you'll need a number of continual flame items in order to see but find a way to cover them when they're not in use. Other good defenses: Explosive Runes--damage like a glyph of warding and no expensive material components. If you have any labels of signs in places you don't expect visitors, use explosive runes. (You can designate people who won't set them off). Magic Mouth--A good alarm spell Arcane Lock--for 25 gold, you can lock your doors and make them harder to bash in. Plus it's permanent Fire trap--Better damage than Glyph of Warding and much much cheaper Illusory wall--Spiked pit traps are really cheap to make and with an illusory wall, they can be very well disguised. As a bonus, you can put really huge warnings above the corridor in explosive runes that read "Warning! Trap Ahead. Do Not Proceed!" You can read them without triggering them. Invaders probably wouldn't believe such an obvious warning but if they read it they took damage. And if they ignore it and fall into the pit, they'll feel really stupid. On Glyphs of Warding: -Use blast glyphs [sonic] on likely entrances. First, sonic damage is often overlooked by enemies who protect against elements. Second, the loud noise may alert you and/or your guards that something is going on. -Use groups of spell glyphs all set to the same trigger or triggered on each other. A glyph that summons a pair of celestial eagles is annoying. A glyph that casts hold person followed by a glyph that summons an angry celestial bison next to the held character is deadly. [/QUOTE]
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