Professional Documents
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planes. This amazing building exists in several differ- The primary objective of this keep is defense. As a
ent worlds at once, a fact that is both its greatest cheap keep, it has no defenses against those armed
strength and its worst weakness. with powerful magic, but it does a fine job in keeping
out just about anyone else. The key means of defense
the keep has against anyone powerful enough to take
THE CHEAP KEEP it single-handedly is that most such people have
The cheap keep is the basic protective structure in most bigger fish to fry and couldn’t be bothered tangling
DUNGEONS & DRAGONS campaign worlds. In fact, it’s with such a place.
the equivalent to what you would get were you to draw You enter the keep through a gate topped by a barbi-
the throne card from a deck of many things. The exterior can. Guards meet you at the door, greeting you
walls are masonry, and the interior walls are wood. through a sliding viewport—or calling down to you
through the arrow slits in the front wall of the barbi-
can—and asking you what business you might have
The Basics with the owner of the keep. If your answer is satisfac-
This structure’s simple, no-frills design means it’s tory, the doors open, and the guards allow you into the
likely to appear far from the comforts of civilization. space beneath the barbican.
Your characters might encounter (or intend to build) Intruders breaking through the front doors would
this fortification on their home region’s frontier, high find themselves in a space beneath the barbican, facing
in the mountains, on a remote island, or even more a dropped portcullis. The guards above pepper the
exotic locales such as on a moon, atop a cloud, or at the invaders with arrows or crossbow bolts through the
last oasis before the desert swallows the land for miles slits in the floor of the barbican. At the same time, they
around. In any case, if the keep is able to sustain itself shout to raise the alarm, ringing the small bell outside
over the long term, it’s likely to be expanded. the rear window to the barbican.
Fourteen people are on staff here, including the This point is the only way in and out of the keep—
cook, the stable boy, the scullery maid, the butler, the without resorting to magic, tearing down a wall, or
captain of the guard, and nine guards. some other extreme measure, that is.
The guards rotate on and off duty in regular 8-hour
shifts. One guard is on duty in each guard tower, plus The Interior
another in the barbican. The captain spells the others Assuming you’re not invading, the portcullis is raised
when they need time off, or another guard pitches in for you, and you’re allowed into the main yard. To the
for extra duty. immediate left and right, there are stairs going up
The cook, the scullery maid, and the stable boy share into the guard towers in the southwest and southeast
quarters with the three junior members of the guard. corners.
The butler and the captain of the guard share one set of Directly before you are the main doors into the inte-
bedrooms, while the others are kept ready for whatever rior of the keep. To the left is a serviceable privy, while
guests may drop in or for additions to the family. to the right stands a stable for up to six horses.
The owner of the tower has the upper floor to him- The stable boy comes to take your horses if you have
self. The butler and the captain of the guard have free any. If the stable has room, he brings them inside.
run of the place, but most of the others stay out of the Otherwise, he hitches them to a rail outside the stables
second-floor living area unless they have an extremely and brings them fresh hay or oats.
good reason to do otherwise. When you enter through the main room, you’re
Stronghold Size: 28 stronghold spaces. greeted by the butler, who offers to take your cloaks
Total Stronghold Cost: 70,000 gp and fetch the lord of the keep for you while you make
yourself at home in the common area. Beyond the
Getting In common area, there’s a hall that goes to the left and the
As you approach the keep by the main road, you see right, and a doorway straight ahead.
that it is situated with its rear—which is to the If you go through the doorway, you end up in a
north—on the edge of a hill. This makes it difficult for pleasant, open-air courtyard in which the owner of the
anyone to get to the lived-in sections of the keep, keep spends many a sunny day. There’s a stairwell in
which necessarily have lots of arrow slits in the walls the southeastern corner of the place leads down into
to let in light and air. the dirt-floored basement used for keeping foodstuffs
The road itself runs up the easy side of the hill, and along with miscellaneous junk.
the walls accessible from this angle have no access Back up into the main hall, if you go west, you’ll
points in them—arrow slits, windows, whatever—on find two sets of bedrooms and two sets of servants’
the first floor. For those, you have to reach the arrow quarters. Most of the guards sleep in one of the ser-
slits on the second floor, and you would have to top the vants’ quarters, while most of the rest of the staff 105
wall to be able to get in. sleeps in the other.
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Basement
Cheap Keep
20
First Floor
7 8 9 10 11
5 6 8 12 13
1 Barbican
2 Common Area
4 3 3 Stables
4 Privy
5 Servants’ Quarters
2
6 Bedrooms
7 Servants’ Quarters
1 8 Bedrooms
9 Courtyard
10 Dining Hall
11 Kitchen
12 Armory
Second Floor 13 Bath
14 Guard Tower
15 Guard Tower
17 16 18 19 16 Bedroom Suite
17 Bath
18 Study
19 Vault
21 20 Storage
21 Balcony
14 15
1
To the east are several rooms. The first on the north their presence. The only possible exception to this is
side of the hall is a dining room. The stronghold owner the butler, who sometimes holds the master’s key when
and his guests eat here in relative comfort. The staff is the master is away for extended periods of time.
welcome to eat here when the stronghold owner is off The balcony that makes up the remainder of the
on business or out adventuring, but most days these second floor extends out over the rest of the lower
people have to eat in the kitchen instead, which is the floor, extending out over the privy and the stables as
next room down the hall on the north side. well. If the keep’s front door and portcullis are pierced,
The kitchen staff prepares all meals for the strong- the guards that aren’t the in barbican or the tower bar
hold. The household staff eats most of its meals in here the main door below and mount up their last defense
too, as do many of the guards. The stable boy runs atop the balcony, firing their bows at any intruders
meals out to the guards who are on duty. coming through beneath the barbican.
The guards’ arms and armor, as well as that of the The guard towers are situated in the southern cor-
lord of the keep, are kept in the first southern room ners of the keep. These high perches give the guards a
along this section of the hall. The armory holds good view of the surrounding area. The guards actually
enough extra weapons, armor, and equipment to spend much of their watches standing or sitting on the
supply fully half the guards with entirely new gear, flat roof of the guard towers, where they have a com-
making for a nice cushion in case of breakage or addi- manding view of the region. Only when they expect or
tion of emergency help. experience trouble do they retreat to the relative safety
The last room is a Basic bath used by everyone in the of the towers so that they can fire at intruders through
keep. The room is near the kitchen so that hot water the arrow slits.
can be brought from the stove whenever desired.
5. Barracks
Most guards sleep in these
places, ten per area. Some
guards prefer simply to bed
down in the nearby kelp, but
most nights those who are off
duty can be found snoring peace-
fully away down here.
108
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Coral Castle
4
1
12 8 11
Top View 15
7
9
2
14
13
4
3
14
10
5
5 5 5
4
5 5 5
12 11
7 1 15
2 8
9
13 Side View
14 6
5 10
5 5 5
3 5
5 5
Some unwelcome visitors enter via the mines. This 2. Guard Post
method is least likely to be used by a visitor with good This area is identical to area 1.
intentions and most likely to be employed by a mon-
ster that wanders into the area. For this reason, 3. The Main Gate
dwarves who work in the mines always keep battleaxes A Barbican sits atop this gate, complete with arrow slits
close next to their picks, and during times of unusual pointing both out and straight down so that the pair of
activity, armed and armored guards are assigned to guards herein can pepper in intruders with crossbow
keep the miners safe. bolts. Six dwarves keep round-the-clock vigil here
(four 6-hour shifts).
Defenses A guard in the barbican greets visitors through a
For the most part, the defenses are nonmagical. The sliding viewport in the floor. If the guard deems the
dwarves have been living underground for millennia, visitors friendly and welcome in the redoubt, two of
and they’re fairly confident in their own ability to keep the guards descend from the barbican to escort them to
themselves and their families safe. area 5.
The freestanding wall of hewn stone guarding the The front door is made of iron and can be barred
front gate is 10 feet tall and 6 feet thick. from within. It also has an amazing (Open Lock DC
Dwarf guards keep round-the-clock watches at the 40) lock. Each active guard carries a key.
two guard posts (areas 1 and 2) out front and at the Anyone breaking through the front door finds him-
front gate (area 3). They are also on constant duty at the self in a space beneath the barbican, facing a dropped
subterranean gate (area 37) and at the entrance to the iron portcullis. The guards above pepper invaders with
mines (area 38). crossbow bolts through the murder holes in the floor
of the barbican as they raise the alarm, bringing dozens
Room Descriptions of other dwarves out to help.
Modify the descriptions given below as appropriate for
your campaign. 4. Stables
Dwarves aren’t much for riding, but even they see the
1. Guard Post occasional need for a proper mount. This basic stable
Two sharp-eyed dwarf lookouts staff this Guard Post 24 holds six riding horses, tended by a young dwarf who
hours a day (four 6-hour shifts). If one spots some- aspires to become a great warrior for the redoubt when
thing, the other runs down the hall to raise the alarm. he comes of age.
111
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1 4
13
17
5 14 14 14 14 14 14 14 14 14 14
7
6 6 6 6 6 17 18
6 6 6 6 6 17 20
17 17 23 23 23
19
10 9 23 23 23
20
8 22
12 11
18 21
34
15
16
24
Dwarven Redoubt
620_88166_001_StrngBuild3a.qxd 1/24/02 2:46 PM Page 113
Dwarven Redoubt
37
17 17
26
To the Underdark
25
36 36
30
36 36
36 36
31
28
27
29 20
33
32
35
38
36 36 36 36 36
36 36 36 36 36
port. If he deems them worthy of entry, he escorts exterior luminaries are designed to be activated or deac-
them to their destination. tivated from a panel near the front door. This way, the
Four guards stand here at all times. Should they need lights can be doused when the tower is under attack,
to retreat, they drop an iron portcullis to block the making the tower much harder to see at night. Inside,
inner door. continual flame and permanent daylight spells illumi-
nate the rooms.
38. Mine Entrance Last but not least, as its name suggests the Floating
This area resembles the Subterranean Gate (area 37) in Tower is capable of moving through air (and water) at a
most ways. However, those coming from the mines rate of six miles per day. It is submersible, able to with-
must give a password (which changes daily) before stand the pressures of the deep ocean. The Floating
being allowed in. Tower’s mobility is linked to
Getting In
THE FLOATING TOWER Only two ways exist to get into the floating tower
This amazing tower flies high over the heads of those peaceably. The easiest is through the front door. A land-
who walk the earth. ing directly outside the entry hall (area 1) serves this
Stronghold Size: 27 stronghold spaces purpose. In addition, visitors can land on the roof, then
Total Stronghold Cost: 2,800,000 gp drop or fly directly into the open-roofed stables (area
23) that sit in the center of the top floor.
The Basics The main doors and the stable doors are covered by
The exterior of the entire place is made entirely of improved arcane locks. These are left locked at all times,
transparent iron (3 inches thick; hardness 10, hit although they can be opened by the owner, the butler,
points 90, break DC 30) with a layer of 3-inch-thick the captain of the guard, and any of the other guards.
magically treated wood paneling (hardness 10, hit
points 60, break DC 37) on the inner side. This inner Defenses
layer gives the rooms of the tower a warmer appear- The floating tower’s main form of defense is the fact
ance and feel, as well as allowing privacy. Uncovered that it’s a floating tower. The vast majority of people
“windows” allow light to enter while allowing the don’t even have a hope of reaching the front door,
place to remain entirely sealed from the exterior envi- much less knocking it down.
ronment. All interior walls are magically treated 6- In addition, the tower has two floating defense plat-
inch-thick wood (hardness 10, hit points 120, break forms (areas 26 and 27) circling it at all times. These are
DC 40). platforms of telekinesis that have low crenellated walls of
Certain spaces on the third floor have entirely transparent iron (hardness 10, hit points 90, break DC
uncovered exterior walls, giving the occupants a 30) that grant one-half cover to anyone on the platform
breathtaking view of the environs. The ceiling of the (except against attacks from above).
third floor is painted, with some unpainted “skylights”
allowing light to enter. While concerns about privacy Room Descriptions
might be an issue for some, few if any creatures can Modify the descriptions given below as appropriate for
peer into such locations on a regular basis. your campaign.
All exterior walls (including the roof and base of
the tower) are ethereal solids, and the entire struc- 1. Entry Hall
ture is airtight, meaning that if necessary, the entire Most visitors use this fancy common area as their point
place can go underwater—perhaps to facilitate a visit of entry. Chairs and couches line the walls, and the
to an underwater civilization, or possibly so that the transparent floor allows you to see the ground far
owner could hide her home beneath the waves of a below. The guards often use this space to keep an eye
deep lake or ocean, at least temporarily. In a pinch, on those below them, especially when they wander
the entire place can be used like some massive, fan- over hostile territory.
tastic submarine. A single guard stands watch here at all times.
Each stronghold space bears inscriptions of vacancy,
ensuring that anyone attempting to spy into the tower 2. Bedrooms
by magical means will be thwarted, and is also a cham- The butler occupies one of the two rooms in this fancy
ber of comfort, keeping fresh air circulating throughout bedroom component, and the captain of the guard
the structure and all chambers comfortable regardless lives in the other.
of the outside temperature.
A dozen bright luminaries spaced around the outside 3. Servants’ Quarters
116 the tower provide plenty of light, making the Floating The lower-ranking servants share these quarters. The
Tower a truly impressive sight at night. However, these two cooks sleep here, along with the stable boy and the
620_88166_001_StrngBuild3a.qxd 1/24/02 2:46 PM Page 117
Floating Tower
7 8 9 16
4 5 6 13 14 15
2 1 3 10 11 12
23 24
20 21 22 25
17 18 19
26 27
Floating Platforms
4. Barracks
Ten tower guards occupy this chamber. The guards in
this barracks are responsible for one of the floating
platforms (area 26), as well as the guard post atop the
tower’s roof. The guards’ assignments rotate periodi-
cally, with each getting a day off every ten days.
Every guard is outfitted with magic arms, armor, and
equipment as appropriate to your game. Most have at
least one level of wizard, allowing them to utilize
wands or scrolls in defense of the tower.
5. Storage
This area is used primarily for storage of miscellaneous
household items. The owner might keep a secret chest
of valuables hidden here, but most of that sort of stuff
is bound to be up in the vault (14) on the second floor
instead.
6. Barracks
Much like area 4, ten tower guards occupy this cham-
ber. The guards in this barracks are responsible for one
of the floating platforms (area 27), as well as the guard
post in the entry hall (area 1).
7. Bathroom
The water for this fancy bathroom comes from an ever-
ful basin.
8. Privy
The scullery maid cleans out this fancy privy on a regu-
lar basis, dumping waste out over the edge of the front
landing. If the maid is in a good mood, she waits until
the place is not scudding over a populated area. If she’s
in a foul mood, look out below!
9. Armory
Masterwork and magic weaponry and armor of all
sorts fill this fancy armory. Enough weapons and
armor is here for every guard, plus half again as many,
just in case visitors or the other servants need to be
pressed into service defending the tower.
12. Alchemical Laboratory The ceiling and exterior walls are transparent, but each
This fancy alchemical laboratory is full over everything room features a black luminary here, as well as the bright
a wizard might need to whip up any kind of alchemical luminary, for when the occupants would like some
concoctions or experiments. A lab assistant works here. more privacy.
24. Trophy Room ial Plane, but an unassuming door in a city alleyway is
This fancy trophy hall is separated from the banquet actually a portal that leads to the central trophy hall on
hall by a low railing in which there’s an unlocked gate. the Plane of Shadow. From there, portals lead to other
Inside this space, trophies and souvenirs from the rooms on other planes.
owner’s amazing adventures are on display. Some of The Citadel of the Planes is actually ten separate
these may have magical properties, but most such structures on ten different planes. Some of them don’t
devices are kept down in the vault (14) instead. even have a doorway out into the plane on which they
exist. The builders chose each plane for a reason, usu-
25. Roof ally its unusual magical properties or simply its stun-
The owner likes to come up to the roof from time to ning, otherworldly vistas.
time to get some truly fresh air and to take in the view. Stronghold Size: 39 stronghold spaces
The roof is reached by means of a greater platform of tele- Total Stronghold Cost: 2,600,000 gp
kinesis kept in the stables (21).
The roof has the spiderwalk augmentation, which The Basics
helps protect those here from falling or being Some planes aren’t all that hospitable to visitors, espe-
blown off. cially those from the Material Plane. The conditions—
A single guard stands watch here at all times. fire, cold, water, and so on—are harsh, and the natives
can be harsher. The citadel’s builders realized the
26. Floating Platform importance of security. If someone breaks into a single
This floating platform is a platform of telekinesis sur- room, they would then have immediate access to each
rounded by a low crenellated wall of transparent iron and every other plane the citadel touches.
(hardness 10, hit points 90, break DC 30). This wall The first layer of protection for the Citadel of the
grants one-half cover to anyone on the platform (or Planes is that most passersby never know it’s even
three-quarters cover against attacks from below and no there. If the citadel’s location were widely known, a
cover against attacks from above). The controller can hundred petty despots would be at the door with an
operate the platform from anywhere on the deck. army in tow, intending to use the portals within the
Furthermore, a Leomund’s temperate hut on the citadel for an extraplanar crusade.
platform provides total concealment to anyone stand- For this reason, a veil of obscurity covers each strong-
ing on the platform. In addition, a spiderwalk augmen- hold space, melding it in nicely with the surrounding
tation help keep anyone on the platform from falling landscape. The exact appearance of the veil varies
off. A shuttered lantern with continual flame sits in the widely depending on the plane—everything from
center of the platform as an additional light source. molten rock to .murky water.
The guards on these platforms use powerful ranged Initially, the illusion works both ways, so citadel
attacks (including wands, if available) to soften up tar- inhabitants don’t see much when they look out the
gets from a distance. They don’t leave their platforms if windows, After a few rounds peering out the window,
at all possible. viewers have studied the glamer sufficiently to allow
A pair of guards from area 2 stands watch on this them a Will save (DC 17). If another denizen of the
platform at all times. They work in three 8-hour shifts. citadel explains the nature of the illusion to them,
viewers receive a +4 circumstance bonus on the Will
27. Floating Platform save. Those who make their saving throws can see
This floating platform is identical to the other (area through the veil and gaze on the otherworldly land-
26). A pair of guards from area 3 stands watch on this scape beyond.
platform at all times. They work in three 8-hour shifts. If someone pierces the veil, they’ll have to contend
with the exterior walls: reinforced masonry in most
cases, with some walls of force. The citadel also has bar-
THE CITADEL OF THE PLANES racks for a small “palace guard” contingent, several
The Citadel of the Planes is unlike just about any other summoned guardians, and the best defense of all: the
stronghold in that its stronghold spaces are spread high-level characters who call citadels like this home.
across ten different planes. This means that its rooms
“overlap” and violate traditional geometry, but it’s Getting Around
simple to add on to the place any time you like. The The main entry to the citadel is a portal from an alley-
powerful creators of the centuries-old citadel valued way in a large city on the Material Plane. Those who
both their privacy and the unique features that differ- step through the portal are whisked to a trophy room
ent planes had to offer. Accordingly, they built a few on the Plane of Shadow. From there, they can travel to
rooms on several different planes, linked them with further planes through a series of portals, and from the
120 portals, and hid their handiwork behind veils of obscurity. further reaches of the citadel they can explore the mys-
No part of the citadel of the planes sits on the Mater- teries of the Inner and Outer Planes.
620_88166_001_StrngBuild3a.qxd 1/24/02 2:47 PM Page 121
14 23 37
12
19
13
38
18
18 15 17
Elemental Plane
Hell of Water
Plane of Shadow
25 24 27
Astral Plane
2 1E 4
26 25 3
1D 1F 36
1C 1 1G
23 35
1B 1A 1I 1H
34
Abyss 32 33
Arborea E
31
9
29 8
28
30
10
E
11
Elysium
Carceri
40 7
39 6
The portals that lead from plane to plane are all two- Shadow, the citadel looks like a narrow granite pyra-
way portals. Normal vision works through the portal, mid with a single door halfway up one wall. Around
so you can see where you’re going. You can’t shoot sits a sinister, shadowy mountain range. Observers
ranged weapons or send unattended objects through elsewhere on the Plane of Shadow see nothing but
the portal. another mountain peak unless they somehow pierce
The citadel’s denizens can reach all the other planes the citadel’s veil of obscurity.
from the trophy room on the Plane of Shadow. Fur- Plane of Shadow Traits: This world of black and
thermore, several of the outlying parts of the citadel white features shifting, twisted versions of landmarks
connect with each other directly. For example, a portal from the Material Plane. Spells with the shadow
links the barracks on Ysgard and the stable on descriptor are enhanced on the Plane of Shadow. Such
Arborea. spells are cast as thought they were prepared with the
The citadel’s builders often had extraplanar errands Maximize Spell feat, though they don’t require the
and missions, so some parts of the citadel connect to higher spell slots. Furthermore, shadow conjuration
important parts of other planes. The citadel’s docks sit and shadow evocation spells are 30and as powerful as
on the banks of the River Oceanus (which winds its the conjurations and evocations they mimic (as op-
way through most of the good-aligned Outer Planes) posed to 20%). Greater shadow conjuration and greater
and the River Styx (which connects many of the evil- shadow evocation are 60% as powerful (not 40%), and a
aligned planes). Another part of the citadel is an unob- shade spell conjures at 90% of the power of the original
trusive doorway into the city of Dis, one of the largest (not 60%). To calculate the effect of such spells, take
metropolises in the Nine Hells of Baator. advantage of Maximize Spell to garner maximum hit
points or maximum damage, then apply the percentage
Plane of Shadow Rooms above.
The alleyway door—iron with an amazing (Open Lock Spells that use or generate light or fire may fizzle
DC 40) lock—covers a two-way portal between the when cast on the Plane of Shadow. A spellcaster
Material Plane and the citadel’s heart on the Plane of attempting a spell with the light or fire descriptor must
Shadow. Viewed from elsewhere on the Plane of succeed at a Spellcraft check (DC 15 + the level of the
122
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spell). Spells that produce light are less effective in 3. Umbra Suite Who Built the Citadel?
general, because all light sources have their ranges Much of the furniture in here is halfling- The citadel’s builders were a
halved on the Plane of Shadow. Despite the dark nature sized to accommodate the original occu- powerful group of adventur-
of the Plane of Shadow, spells that produce, use, or pant, but the bed is a massive oak and ers known as the Karrick
manipulate darkness itself are unaffected by the plane. ebony structure, and a 10-foot-wide fire- ‘Lancers. They include Cas-
Modify the descriptions given below as appropriate place dominates the west wall. Because wyn (halfling male Wiz [Ill]
for your campaign. the Plane of Shadow is a sinister, black- 18), Mirri Greycastle (human
1. Entry HallMementos of the builders’ adventuring and-white world, a fire in the fireplace female Clr17), Marlowe (hu-
days fill this fancy trophy hall: weapons, armor, treas- adds light and casts weird shadows, but it man male Sor15), Dulkhende
ures, and other valuables, all locked (Open Lock DC doesn’t add much cheer. A door in the Arvan (drow male Rog16),
25) in glass cases. On a ledge near the ceiling sit north wall leads to a small balcony with Zhao (human male Rgr14),
trophy-heads of the builders’ more spectacular kills, stairs down to the shadow landscape—a and Lucan (dwarf male
including many powerful outsiders. Closely set contin- dark, mountainous wilderness. Mnk16). Having accumulated
ual flame spells throw the entire hall into sharp, black- wealth and power from count-
and-white relief. An armed servant always stands on 4. Kitchen less adventures, they pooled
duty here, although he spends most of his time dusting Servants frequently come and go be- more than two million gold
and polishing the treasures, merely glancing at those tween the entry hall and this kitchen, pieces to construct the Citadel
who come and go through this room. which can handle meals for up 30 with- of the Planes as a refuge and
Normal doors lead east (to living quarters) and west out difficulty. Food is stored in the launching point for their ex-
(to the kitchen) from the entry hall, but the most spec- pantry, but meals are generally delivered traplanar adventures.
tacular feature in the room is the set of nine portals by servants to individual bedroom suites The Karrick ‘Lancers disap-
that lead to other planes. The Plane of Shadow is a or in the dining hall on Elysium (see peared about ten years ago,
black and white place, but anyone in this room can see area 5). and the Citadel has either lain
riots of color by peering through the portals. vacant or had a variety of tem-
A summoning stone in the center of the room calls Elysium Rooms porary owners since (your
forth an invisible stalker that attacks anyone not The natural beauty of the Blessed Fields choice). If you have bigger
dressed as a servant of the citadel if the phrase “citadel of Elysium—brilliant green meadows, and better plans for the
of splendors, home sweet home,” isn’t uttered within a silver clouds, and flower-covered hills Citadel of the Planes in your
round of entering the room. everywhere—makes it a natural place own campaign, more power
The portals in this room (all unlimited-use, two-way for entertaining. The banks of the River to you.
portals) lead to: Oceanus, which flows from Elysium
Material Plane. On their first visit, most come through the Beastlands, and Arborea, are
through this portal. nearby for citadel-dwellers who want to see more of
Elysium. Rooms 5–7 (banquet hall, living quarters, the Upper Planes.
and Oceanus dock) lie beyond. The citadel’s presence on Elysium is an alabaster
Arborea. Rooms 8–11 (living quarters and stables). palace with a transparent domed roof perched on the
Elemental Plane of Fire. Rooms 12–14 (smithy and banks of Oceanus. Rolling hills and placid meadows
living quarters). dominate the landscape in every direction. From else-
Ysgard. Rooms 15–22 (living quarters, barracks, where on Elysium, the alabaster palace is hidden
armory, and training grounds). behind a veil of obscurity, making the citadel look like
Hell. Rooms 23–27 (living quarters, servants’ quar- another flower-bedecked hillock.
ters). Elysium Traits: Positive energy flows through Ely-
Abyss. Rooms 28–30 (living quarters, Styx dock). sium, so every character on the plane gains fast healing
Astral Plane. Rooms 31–36 (magic laboratory, 2. Nongood characters suffer a –2 penalty on all
libraries, living quarters, portals to Limbo and Carceri). Wisdom-, Intelligence-, and Charisma-based checks.
Elemental Plane of Water. Rooms 37–38 (changing Elysium is also such a joyful, satisfying place that it’s
rooms and bath). sometimes hard for visitors to leave. A nonoutsider on
Elysium must make a Will saving throw (DC 10 + the
2. Illusionist’s Study number of consecutive weeks on Elysium). Failure
This fancy study was originally built for a powerful indicates that the individual has fallen under the con-
illusionists, and programmed images of murals show- trol of the plane and will never leave voluntarily.
ing teeming cityscapes, rapid sunrises and sunsets, and
massive battles cover the walls. The carved-ebony fur- 5. Vista Room
niture is of the highest quality, and arcane manuscripts Simple round oak tables provide seating for 30 in this
fill the low bookcases. Ivory busts and other bits of fancy dining hall. A transparent dome (wall of force)
statuary sit on columns in the corners. allows views of the spectacular Elysian landscape, and 123
servants can slide open panels on the walls to let fresh
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Citadel Xebec breezes in. A marble floor is kept clear for has portals leading to the Entry Hall on the Plane of
The Citadel of the Planes has dancing, and the servants can quickly Shadow and the Vista Hall on Elysium. Gently sloping
six xebecs it uses to make assemble a small stage for musicians, poets, rope bridges connect to the Oakleaf suite and the
trips through the Upper and or other performers. Botanists’ study.
Lower Planes (three for the
River Oceanus and three for 6. Meadow Suite 9. Oakleaf Suite
the River Styx), although it’s This room has the simple, rough-hewn This fancy bedroom suite features intricate, delicate
unusual for more than one or wood furniture favored by its original wooden furniture and rough-fiber tapestries on the
two to be sailing at any one occupant, a ranger who preferred function walls. Originally the home of a sun-cleric who adored
given time. to form. A grand balcony and large win- the outdoors, this bedroom includes a small chapel and
The 70-foot-long xebec, dis- dows provide plenty to see, and kennels a rope elevator that connects the room with both the
tinguished by its sloping bow below the balcony are suitable for all forest canopy and the ground below.
and stern, has an open top manner of animal companions.
deck, three triangular sails, Note that Elysium’s entrapping nature 10. Botanists’ Study
and a completely enclosed makes the Meadow Suite a dangerous place This office is given over to botanical treatises on the
lower deck. A crew of 10 is to stay long-term. That’s why the citadel’s bookshelves, specimen jars and work tables, and a
sufficient for sailing, although builders turned it over to the ranger, who hothouse designed to cultivate rare plants. Much of
an extra 20 rowers are neces- wouldn’t be there for more than a few days the roof is glassed over to allow the right amount of
sary on planes where wind is a at a time anyway. Of all the bedroom suites sunlight in. A rope elevator connects to the ground
problem (and breezes are in the citadel, the Meadow Suite is clearly a below.
common along both Oceanus better guest bedroom than the others.
and Styx). Its magically hard- 11. Arborean Stables
ened wooden hull is proof 7. Oceanus Dock Nestled among the roots of the living-wood tree that
against even jagged rocks, A series of stone steps leads down the makes up this part of the citadel are the stables. This
and its smooth polished hull riverbank to the River Oceanus, a gently structure, sufficient for about a dozen Large steeds, fea-
slips through the water al- flowing waterway that passes through Ely- tures water that trickles into each stall through hol-
most effortlessly. sium and the Beastlands on its way to lowed out root tendrils and succulent shoots that
After 5 rounds of prepara- Arborea. At any one time, a wooden dock is spring from the tree itself. About half the stalls have a
tion, the crew can swing two home to 1d6 keelboats, galleys, and long- stable of understanding effect, so the grooms can con-
of the masts sideways and ships. The most common vessel is the verse with their charges. The other stalls are usually
raise magic sails that enable citadel xebec (see sidebar). reserved for mounts and animal companions who can
the xebec to fly, although At the end of the dock is a summoning speak on their own.
slowly and ponderously. It stone that calls an avoral guardinal when-
takes a further 5 rounds to ever someone approaches within 30 feet Plane of Fire Rooms
return the xebec to seaworthy without first giving the command phrase: Nestled inside a volcano cone on the Elemental Plane
state. “Oceanus, brightest of rivers.” of Fire is another bedroom suite and the citadel’s
The xebec has +1 ballistas in smithy. The veil of obscurity makes this part of the
cupolas fore and aft. Both reg- Arborea Rooms citadel (a torus that rings the lip of the volcano)
ular ammunition and ballista The citadel’s presence on the Olympian appear to be just more basalt and magma. The views
bolts of lightning are plentiful. Glades of Arborea is a massive tree house from inside the citadel show the magma of the vol-
Citadel Xebec: Spd 40 ft., fly constructed of living wood at the edge of a cano’s heart and the fiery sea that is the Elemental
20 ft. (poor), 24 mph; Turn golden-grass clearing. The veil of obscurity Plane of Fire.
90 degrees; Hull magically hides the citadel behind layers of leaves Plane of Fire Traits: Almost everything on this
treated wood 6 in. thick; hard- and tangles of root and branch. From plane is ablaze. Unprotected wood, paper, cloth, and
ness 10; hit points 120; AC 4; within, citadel denizens can enjoy the other flammable materials catch fire immediately
Break DC 20; Crew 10; Cargo forest splendor and the thrill of riding (although not if they’re protected within the citadel’s
20 tons; Cost 228,700 gp; Face through the sun-dappled glens and glades walls). Characters outside take 3d10 points of fire
70 ft. by 30 ft. of Arborea. damage every round. Down in the magma below the
Arborea Traits: The plane is mildly citadel, it’s worse—the lava deals 20d6 points of
good aligned and mildly chaos aligned, so damage each round.
evil or lawful characters suffer a –2 penalty on all Spells and spell-like abilities with the fire descrip-
Charisma-based checks. Lawful evil characters suffer a tor are both maximized and enlarged (as the relevant
–4 penalty. metamagic feats), but they don’t use up higher spell
slots. Casters attempting spells and spell-like abilities
8. Entry Platform that use or create water (including spells from the
124 This three-walled room, carved from living wood and Water domain and spells that summon creatures
festooned with woven wreaths of leaves and branches, with the water subtype) must succeed at a Spellcraft
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check (DC 15 + level of the spell) or have their spells center of a mesa on one of the smaller earthbergs.
fizzle. Around the stockade is the still-smoldering ruin of an
The smoky atmosphere limits normal sight to a age-old battlefield, and the citadel’s veil of obscurity
range of 120 feet, and darkvision doesn’t function. The makes the citadel look like more of the same: empty,
constant crackling of the elemental flames provides a smoking ground littered with broken weapons and
–2 circumstance penalty on all Listen checks. pierced armor.
Ysgard Traits: Positive energy flows through
12. Fire Entryway Ysgard, so all characters here gain fast healing 2 as a
Stepping into this room for the first time is startling, supernatural ability. Even lost limbs will grow back
because the floor is a wall of force and below is the roil- given enough time on Ysgard. Furthermore, anyone
ing magma of an elemental volcano. The ceiling is like- slain on the battlefield surrounding the citadel rise
wise merely transparent force, revealing angry, anew the following morning as if a true resurrection
red-limned smoke clouds. The room is otherwise spell had been cast on them. This makes this part of
unadorned, with burnished steel walls interrupted the citadel an ideal training ground for combat,
only by two doors. One leads to the smithy, and the because the soldiers can practice against each other
other leads to a bedroom suite where the citadel’s with real weapons but without the risk that accompa-
weapon master and armorer lives. nies them.
The plane is also mildly chaos-aligned, so lawful
13. Citadel Smithy creatures suffer a –2 penalty on all Charisma-based
This fancy smithy has everything a smith could want: checks.
the finest tools, plenty of room to work, and a black-
marble forge lit by elemental fire itself. If the citadel is 15. Hall of the High Ground
occupied, dozens of weapons, pieces of armor, and This simple wood-paneled room contains the portal to
other bits of metalcraft sit at long work tables in vari- the Plane of Shadow, so it’s the first place most visitor
ous states of completion. see. A gold-filigree inscription above the door to the
A stone of summoning in one corner summons a Large north reads in Common “We seize the high ground.”
fire elemental. It will stand there for 2 rounds for Along the wall are testaments to that credo: glass cases
someone to say in Ignan, “I, the smith of the citadel, full of dirt collected from the battlefields of countless
beseech you.” If someone does, the elemental obeys different planes. The soldiers here have a tradition of
commands for the next 9 rounds. The fire elemental collecting some “high ground” from wherever they
attacks anyone in the smithy if the command phrase fight, and the accumulated soil collection here is as
isn’t given within 2 rounds, or if it’s attacked. diverse as the planes themselves.
A set of iron double-doors leads out into the training
14. Coal-Ember Suite yard, but this part of the citadel is otherwise un-
This fancy bedroom suite is decorated with arms and guarded. The citadel’s original builders figured the
armor on every wall—and even the ceiling has swords, presence of the guard barracks was protection enough.
axes, and other melee weapons mounted on it. Most
weapons are ceremonial and don’t have sharp edges, 16. Warden’s Suite
but others are of masterwork quality with embedded This fancy bedroom suite is decorated in a martial
gems and jewelry flourishes. Depending on who owns theme, of course, with frescoes and oil paintings of
the citadel, some may be magical. The metal furniture battle scenes covering the walls. Hunting trophies
has gold-leaf trim in abundance. Porthole-style win- stare down at visitors from high on the walls, and
dows in the floor afford a view of the volcano crater, cases display various military medals and trophies.
and skylights reveal the crimson glow of the sky, The most striking feature of the room is the lifelike
giving everything in the room a reddish tinge. mannequins that display the military uniforms of
armies past and present from a dozen planes. The fur-
Ysgard Rooms niture is simple, unadorned wood, and creature com-
The plane known as the Heroic Domains of Ysgard is forts are minimal.
home to the citadel’s military wing, a small barracks
and training complex suitable for small “palace guard” 17. Map Room
contingent. From time to time, the citadel has been No commander likes to be far from her maps, so this
host to larger military forces, but they generally camp room was intentionally built near the Warden’s Suite.
outside the citadel; usually on Ysgard, which is unusu- Shelves and cubbyholes cover the walls from floor to
ally hospitable to soldiers. ceiling, each with a meticulously labeled map of an
Ysgard is a plane of floating “earthbergs”: giant important battlefield, stronghold, or other feature of
flying mountains that drift past each other in midair. military interest. About half of the maps are of sites on 125
The citadel is a masonry-and-timber stockade in the the Material Plane, a quarter are useful sites on Ysgard
620_88166_001_StrngBuild3a.qxd 1/24/02 2:47 PM Page 126
for extended maneuvers, and the remaining quarter are the hell-city’s warehouse districts, and only careful
maps of other Outer Planes. Some maps are covered measurement of all the neighboring buildings
with the arrows and symbols of military maneuver, would reveal that there’s “missing space” in the
telling the tale of an important battle in the universal citadel’s city block.
language of generals. Others depict the terrain in great The city of Dis is a place of red-hot iron—iron that
detail, identifying the slightest defensible rise or the forms the walls of the buildings and even the cobble-
least bit of cover. stones on the streets. Smoke fills the air, and screams
from captives held in subterranean prisons echo
18. Armory through the alleyways.
Weapon and armor racks cover the walls of this room, Inside the citadel, things are much cooler and qui-
and someone is almost always on duty sharpening eter. The architecture is all white marble columns, and
blades or performing minor armor repairs (the black ivy grows across almost every surface. The black
citadel’s smith makes major repairs in the smithy). ivy grows so fast that it visibly moves during a growth
Along the far wall are large cabinets holding the offi- spurt, and the servants must constantly prune it back.
cers’ weapons and armor—accumulated treasure from No windows look out onto the city of Dis, and only a
the many adventures of the adventurers who built the single set of double doors in area 27 (hidden by the
citadel. A trap-door leads into a basement where the veil of obscurity) connects the citadel to the plane it’s
citadel guard stores arrows, crossbow bolts, and other built on.
ammunition. Hell Traits: The Plane of Hell is aligned with law
and evil, so chaotic characters and good characters
19–21. Barracks suffer a –2 penalty on all Charisma-based checks.
The palace guard barracks are divided up into three Chaotic good characters suffer a –4 penalty on all
buildings. The smaller barracks each hold 8 bunks and Charisma-based checks.
a small day room, while the larger, L-shaped barracks
has 16 bunks and a spartan mess hall. Troopers tend to 23. Foyer
share bunks (one shift sleeps while the other trains), so This room features marble statuary in alcoves on the
the barracks complex can handle more than 60 sol- walls and low benches placed so visitors can sit and
diers. Depending on the force structure, the smaller admire the sculpture. Artistic appreciation is an
barracks are sometimes assigned to special troop types acquired taste—all the sculptures depict either physi-
or officers. cal suffering or mental anguish. The servants mutter
A wide ramp between the two smaller barracks leads that the builders of the citadel put the statues in this
through a portal to the stables on Arborea, so cavalry foyer intentionally, to remind the hired help of their
stationed on Ysgard has easy access to the steeds in the lot in life.
stables. A stairway along the south wall of the large bar-
racks leads to the Abyss and the dock on the River 24. Dis Suite
Styx. This fancy bedroom suite is furnished in black marble
that contrasts with the white of the walls. Only the bed
22. Training Field has cushions that make any effort at comfort; every-
This yard is the primary area for drills, inspections, and thing else is hard and slightly warm to the touch.
combat training. Because fallen warriors on Ysgard rise Every vertical surface is covered with oil portraits
from their wounds the following morning, the soldiers from a dozen ages done in a hundred styles, but none
practice against each other with real weapons. The yard smile and all stare straight ahead out of their picture
is also large enough for calisthenics, marching in for- frames. The ever-present black ivy that grows over
mation, and any of the countless disciplines that make every surface obscures some of the older ones.
up the soldier’s craft.
Because this part of the citadel is located on a 25. Office of the Treasurer
sparsely populated earthberg on Ysgard, the citadel’s This office handles the citadel’s purchasing and pay-
guard can go on extended maneuvers in the forests, roll, so it’s generally a bustling place. The treasurer and
fields, and mountains of the plane. Doing so isn’t his servants purchase the citadel’s food, building mate-
entirely without risk, however—Ysgard may be the rials, and other mundane goods at the marketplaces
home of good-aligned deities, but many of its inhabi- and bazaars in the city of Dis. (Because Dis is one of the
tants are spoiling for a fight. most important mercantile centers on the Outer
Planes, almost anything can be purchased here.)
Hell Rooms Depending on the state of the citadel’s finances,
The citadel reaches into the second layer of Hell: there could be quite a lot of money here. Note that the
126 the iron city of Dis. The citadel’s veil of obscurity owners guard their treasure with extraordinary care
makes it look like parts of other buildings in one of and effort.
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34. Magic Laboratory + level of the spell) to cast spells with the fire descrip-
This room has all the tables, grimoires, rare spell com- tor. Creatures with the fire subtype are very uncom-
ponents, and other trappings you would expect from fortable, and those actually made of fire (such as fire
any magic laboratory. The hexagonal room is domi- elementals) take 1d10 points of damage per round
nated by four inward-pointing engraved circles of protec- spent on the Elemental Plane of Water.
tion in the center of the floor—one each for good, evil,
law, and chaos. These circles provide a measure of pro- 37. Changing Rooms
tection during dangerous summonings, especially This room, which contains the portal to the Plane of
planar bindings. Shadow, has a number of small changing alcoves and a
Those who look through the ceiling skylight see door to the top of the Bath Sphere.
eruptions of flame, crashing waves of water, tornadoes
of air, and massive chunks of earth all in an ever- 38. Bath Sphere
changing chaotic boil. The “skylight” is actually a one- This room is a vast bubble of force with a door near the
way portal to the Plane of Limbo. Not only is it visually top where the bathers enter and a hole in the bottom
impressive, it provides a quick way to safely dispose of that lets fresh water in. The water is pleasantly warm,
magical experiments gone awry. and a chamber of airy water throughout the sphere
means that nonaquatic bathers can swim throughout
35. Heart Suite the inside of the globe without worrying about drown-
The walls, ceiling, and floor of this fancy bedroom ing. The servants periodically feed small tropical fish in
suite look vaguely organic and are warm to the touch, the bath, and vast schools of colorful fish sometimes
almost as if the room were made of skin over muscle. give bathers something to watch as they relax in the
The furniture likewise is molded into the floor and hot water.
seems to be a part of the room. Anyone who succeeds
at a Listen check (DC 20) can hear a faint throbbing— Carceri Rooms
like a heart beating The Tarterian Depths of Carceri serve as the prison of
It’s actually a permanent image—the room isn’t alive. the multiverse, so there’s no better place for the citadel
The wizard who originally lived in this suite wanted a to have its prison cells and torture chamber. The
décor that would simultaneously comfort her while citadel is a self-contained cave carved into the sixth
unsettling her visitors. layer of the plane, Agathys, a sphere of black ice.
A stairway leads down to the arcanist’s study. Carceri Traits: Carceri is evil-aligned, so good char-
acters suffer a –2 penalty on all Charisma-based
36. Arcanist’s Study checks. The layer of Agathys has negative energy
This room is almost a miniature version of the magic coursing through it, so living characters take 1d6
laboratory, although it lacks some of the more impres- points of damage each round. The citadel’s prisoners
sive pieces of arcane equipment, the engraved circles, only survive because the shackles provide negative
and the portal to Limbo. It’s a more comfortable place, energy protection to those they imprison. Escaping from
with overstuffed furniture and even a pull-out bed. one’s bonds is a mixed blessing at best.
A stairway descends to a portal to Carceri. These rooms are all bitterly cold, and the walls, ceil-
ings, and floors all have the crystalline sparkle of black
Plane of Water Rooms ice. Furniture is minimal, because no one tarries here
The Elemental Plane of Water is an unending ocean overlong—other than the captives, of course.
without surface or floor, so it’s the perfect place to put
a luxurious bath. The citadel is a simple wooden 39. Torture Chamber
chamber attached to a large force-bubble in a particu- The stairway descending from the portal to the Astral
larly warm stretch of elemental water. The veil of Plane ends in this irregular chamber full of the iron
obscurity is simply haziness added to the water to maidens, racks, and other implements of the torturer’s
obscure the room and any bathers from the denizens trade.
of the plane.
Elemental Plane of Water Traits: The Plane of 40. Prison
Water doesn’t have normal gravity; the inhabitants of Ten sets of shackles are strung along the walls of this
the plane can rise and sink at their swim speed as they prison. These shackles grant negative energy protection to
see fit. any creature wearing them (though they only function
Spells and spell-like abilities that use or create water when set into a wall or other structure). Prisoners who
are both extended and enlarged, as if the relevant meta- spend more than one day in this place find themselves
magic feats were used, although they don’t use higher trapped up to their waist in a chunk of black ice (hard-
128 spell slots. It’s hard to employ magic fire on this plane. ness 10, 480 hit points, break DC 57). The prison can
Spellcasters must succeed at a Spellcraft check (DC 15 handle ten captives at a time.