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Dwarven Stronghold
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<blockquote data-quote="Warren Okuma" data-source="post: 3929073" data-attributes="member: 48436"><p>Hmm...</p><p></p><p>1) If it's 3.X DnD you need to build buildings in caverns to protect against falling rocks caused by the earthquake spell or spell like ability.</p><p>2) A net work of defenses. Murder holes and the like.</p><p>3) A central group that handles defense, like a scry and fry team.</p><p>4) A chapel to morn those that left the caverns.</p><p>5) A chapel to morn those that died outside of the caverns.</p><p>6) Several mines... gold, silver, salt, iron, copper, bronze, lead, tin etc...</p><p>7) You might give the Dwarves the ability to use coal (you would convert it to coke eliminating the impurities of it or a spell to do the same).</p><p>8) Dwarves make holy powdered silver (works like holy water)</p><p>9) A group of dwarves start worshipping a strange stone.</p><p>10) Underground lake</p><p>11) Tavern</p><p>12) Mine court/claims court</p><p>13) Trench type water pipes.</p><p>14) Brick foundry/pottery center (they get the clay from an underground stream)</p><p>15) Mysterious abandoned city (sealed up of course... and dwarven architecture) wall falls, nobody knows why.</p><p>16) Brewery.</p><p>17) A cavern filled with perfectly round stone spheres. (A form of therapy or recreation).</p><p>18) A recreational tunneling areas. You just dig and maybe if you hit a vein, you get money. You need the mad old coot dwarf that chases off people that enter "his" section. He's been at that tunnel for 100 years...</p><p>19) Pick center. (Not axe, call them picks and use axe stats. Dwarves with axes doesn't make sense to me.)</p><p>20) The Cave Tavern....</p></blockquote><p></p>
[QUOTE="Warren Okuma, post: 3929073, member: 48436"] Hmm... 1) If it's 3.X DnD you need to build buildings in caverns to protect against falling rocks caused by the earthquake spell or spell like ability. 2) A net work of defenses. Murder holes and the like. 3) A central group that handles defense, like a scry and fry team. 4) A chapel to morn those that left the caverns. 5) A chapel to morn those that died outside of the caverns. 6) Several mines... gold, silver, salt, iron, copper, bronze, lead, tin etc... 7) You might give the Dwarves the ability to use coal (you would convert it to coke eliminating the impurities of it or a spell to do the same). 8) Dwarves make holy powdered silver (works like holy water) 9) A group of dwarves start worshipping a strange stone. 10) Underground lake 11) Tavern 12) Mine court/claims court 13) Trench type water pipes. 14) Brick foundry/pottery center (they get the clay from an underground stream) 15) Mysterious abandoned city (sealed up of course... and dwarven architecture) wall falls, nobody knows why. 16) Brewery. 17) A cavern filled with perfectly round stone spheres. (A form of therapy or recreation). 18) A recreational tunneling areas. You just dig and maybe if you hit a vein, you get money. You need the mad old coot dwarf that chases off people that enter "his" section. He's been at that tunnel for 100 years... 19) Pick center. (Not axe, call them picks and use axe stats. Dwarves with axes doesn't make sense to me.) 20) The Cave Tavern.... [/QUOTE]
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