Castles


Construction (DMG)
Castles
The Care of Castles
Great Stoney
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1. Neuschwanstein
2. Wawel Castle
3. Jericho
4. The Tower of London
5. Leeds Castle
Dragon
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AD&&D
Cloud Castles - - - -

THE FORUM
Given the focus on castles in issue #145, I
would like to present what may be a somewhat
unusual perspective on the place of castles in an
AD&D game fantasy world. The central idea of
this perspective is that medieval-style castles
and the AD&D game are in many ways incompatible.

Castles evolved as methods of defense in our
nonmagical world because, until the advent of
gunpowder, they were virtually impenetrable.
Unlike what is seen in movies, on TV, or in
fantasy novels, castles almost never fell to
assault. Prolonged sieges and starvation or an
internal traitor who opened the gates were
required for them to fall. This was the only
justification for the outrageous expenditures in
money, time, and manpower the average castle
required. Large castles could take as long as five
years to build, if not longer, and only greater
nobility and royalty could muster the funds
necessary (often through oppressive taxes).

Castles were impenetrable simply because
their walls were impossible to pass. Walls could
not be climbed without the use of ladders or
other siege equipment; a very small number of
men could easily repel 10 times their number
attempting to go up and over a wall. Sapping
(tunneling under a wall to remove its support)
was the most effective means of assaulting a
medieval castle but was extremely hazardous to
the attacker and not very reliable, especially if
the castle?s foundation was deep in the ground.
Catapults and trebuchets had little effect against
well-designed and well-maintained walls. And,
obviously, no one could fly over the top.

In an AD&D game world, all of these advantages
are abrogated. A 1st-level thief has a
reasonable chance of climbing any wall, and his
skill increases to almost certain success as he
increases in levels. No such ability existed or
exists in our world. Granted, a thief can not
climb a wall carefully guarded by vigilant men,
but an invisibility spell is a quicker answer. All
of this does not mention the second-level mage
spell, spider climb, making success at climbing
an actual certainty. A small squad of invisible
thieves could easily climb a castle wall in the
dark of night and open the gates?and once the
gates are open, the citadel is virtually destined
to fall. The whole idea of a castle is to defend
with fewer men than are necessary for attack.

But why bother to climb the wall when flight
over it is so easy? Pegasi, dragons, spells, flying
brooms?the list of possibilities available in the
AD&D game is far too long for delineation here.
It takes little imagination to conjure myriad
forms of misery to inflict upon those foolish
enough to guard a castle. A squad of pegasimounted
men might easily hold a gate long
enough for the main army to punch through to
victory. A mage could fly over the castle dumping
fireballs, cloudkills, and other forms of pain
on the castle?s inhabitants. The magic-user need
not even fly over the castle to gain attack lanes
for his spells; a second-level levitate spell should
easily raise him high enough to gain direct line
of sight to the castle?s interior. The walls become
less of a value as an enemy simply ignores them
in the launching of attacks.

Perhaps flight is not possible in your world, or
pegasi are far too rare for this to be an option.
Still, the castle is not spared. If we cannot go
over, we can go through. A knock spell could
easily open the gates without internal assistance.
The mage simply moves to the gate under
the cover of an attack or invisibility. If the gate
is wizard locked, use dispel magic or find a
mage four levels higher than the caster of the
wizard lock. Disintegration could easily open a
hole or gate, or contribute to the undermining
of a weak wall (the fifth-level spell passwall is
designed for this exact purpose). Perhaps summoning
aid is best; an earth elemental will make
short work of most castle walls. But who needs
to summon aid? Find an umber hulk and charm
it (using the fifth-level spell charm monster).
And this goes without mentioning the possibilities
of the really powerful magic. May your DM
never conceive of the idea of making your castle
a target of a holy crusade with the services of a
high-level cleric. Trot out an earthquake spell
and scratch one castle. Five years of money and
work are destroyed for almost nothing except
the 10 hours the cleric spent to memorize the
spell (oops, forgot the pinch of dirt, piece of
rock, and lump of clay?material components).
In case you have not read the earthquake spell
description lately, that?s 5d12 of structural
damage, folks. The area of effect is probably not
big enough to take out the entire castle, but it
will make a very big hole in the wall.

And still we are not finished. Tunneling under
the castle is now much easier. Both dwarves and
orcs are more skilled miners than men, not to
mention the charmed umber hulk or any other
of the numerous underground tunnelers out
and about in the AD&D game. Disintegrate and
passwall work here as well.

Granted, most of the attacks I have mentioned
have potential defenses: archers for the flying
units, dispel magic on the passwall or charm, oil
on the walls for climbers, etc. That defenses
exist is not the issue. The key element is that the
initiative lies with the attacker, and the defender
must know the form of the attack to prevent
and counter it. This means your castle is only as
good as your intelligence about the enemy. Your
enemy also has another advantage in that he
can simply hold his most devastating attack and
force you to waste your resources defending
against skirmishes. That 3rd-level mage trying
to knock your gate may be only a nuisance, but
you must stop him or the gate is open and your
throat is slit. When you are out of dispel magic
spells, your castle is history. And if you?re
loaded up with dispel magics, how are you to
counter the ruin your enemy will cause with his
fireballs?

Castles were never meant to be assaulted,
because there was no successful attack form
against them. If you had a castle, your enemy
had to starve you to death to defeat you, and
that required time?time he would have to
spend looking over his shoulder watching for a
relief force. If a relief force caught him by
surprise, he could find himself trapped, especially
if there was a sortie from the formerly
besieged force in the castle.

It is not my purpose to say no AD&D game
world should have castles. Rather, I would like
to suggest DMs think carefully about including
castles in their worlds. Given the medieval level
of physical technology in most campaign worlds,
castles would still require huge expenditures in
time and money but would offer far fewer
advantages. They are easily assaulted with lowpowered
spells and individuals; a team of 3rdlevel
thieves and magic-users will wreak havoc
with the average castle. In many ways, the price
is not worth it. Indeed, given the problems
involved, it?s possible that walls and castles as
defensive structures might never have developed
in many AD&D game worlds. The inhabitants
of these worlds would spend their
resources on training their armies and recruiting
and training spell-casters. With the addition
of BATTLESYSTEM rules, peasant levies become
unattractive in an AD&D world. Morale is
critical to absorb magical and unusual attacks,
and peasants have little morale. Standing professional
armies, however, are extremely expensive
(just ask your Congressman).

Castles are not built today because the technology
of our world has advanced far enough to
render the stone wall useless as a defensive
measure. I suggest the magic of the AD&D
world renders them equally useless:

No name given
(Dragon #151)
 

After reading about castles in issue #151, I
wish to debate the incompatibility of medievalstyle
castles in the AD&D game setting. While
I?ll agree that authentic medieval-style castles
are no match for the sheer magical power of
thieves and mages, fantasy castles are a necessary
part of an AD&D game. Below are examples
of castles that are more suitable for an
AD&D game assault.

The first example was suggested by a friend
of mine who played a high-level, lawful-evil
mage/ninja. His character required a headquarters
that was well hidden, defendable, and
easily accessible to him but not others. His idea
involved using several passwall spells through a
side of a mountain, then disintegrating the
inside of the mountain. When the passwalls
disappeared, he was left with a cave with no
passageways connecting the inside from the
outside. Teleportation without error or several
passwall spells was the only way to enter or exit
his ?castle,? assuming the spell-caster knew that
the castle was hidden in the mountain.

The second example was suggested by a
module. I was DMing an assault on a stormgiant
castle. Like most storm-giant castles, this
one was built on the top of a cloud. The assault
was to prevent the spinning castle from crashing
into a human city. After correcting the
problem, the characters realized that they were
the new owners of a cloud castle. This had some
strange possibilities. For one thing, this castle
was mobile and could attack other cities. They
soon learned that cities are too tough to attack
and almost lost their new castle.

The third example was my own design. It was
a ?standard? castle but had a magical enchantment
placed on it that imbued the castle with
intelligence. Once this was done, my character
(a high-level chaotic-good mage) further enchanted
it to have spell storage (not unlike the
ring) of 12 spells. Thereafter he stored seven
fireball, two wall of stone, two dispel magic, and
one succor spell therein. The succor spell summoned
my character back to the castle and was
used only as a last resort tit?s a very expensive
spell). The castle had infravision as well as
normal vision in case of night attackers.

The last example was the most expensive in
terms of magic. One of my friends suggested
putting a castle on another plane of existence.
This required nothing less than the power of a
demigod character (a character beyond most
AD&D campaigns, but not the one he was in).
This made the castle almost completely invulnerable
to attack except by creatures with
extradimensional traveling abilities. However,
these creatures could destroy the castle effortlessly,
so his demigod character created a plane
of existence that was just bigger than the castle
itself and a portal that was small enough that
only human-size creatures could fit through.
Thus, this castle was safe as long as no human
size being with extradimensional abilities found
the portal.

As one can see, the best defense from magic
is, of course, better magic. Although these are
not classic castles that just sit on top of mountains,
they still function as their classic counterparts
for protection and defense. Also, these
castles provide great role-playing opportunities
and should not be considered useless. These
castles were not without their flaws, however.
The ninja cave was attacked by an earth elemental
and other underground creatures. The
cloud castle was attacked by dragons and other
flying creatures. My mage had problems arguing
with an intelligent castle. The demigod?s
castle still had creatures that could attack
through the portal without entering. But I hope
these ideas help make your castles unique and
stronger than the originals.

Timothy Sallume
San Diego CA
(Dragon #156)
 

The first thing I check out when I receive my
DRAGON Magazine is "Forum." In issue #151,
the "Forum" letter by the anonymous person
pertaining to the relative uselessness of castles
in the AD&D game sparked me to write my first
letter. While I found the letter very interesting
and with some merit, I also found many errors.

First, a response to that 3rd-level mage trying
to knock at your gate. The knock spell cannot
accomplish such a feat. ?It does not raise barred
gates or similar impediments (such as a
portcullis)??as stated in the AD&D 2nd Edition
Player's Handbook. Knock is useless against a
castle.

What about those 3rd-level thieves trying to
get into the castle under invisibility? Some
simple suggestions: Use some dogs or other alert
animals who rely on sounds and smells as alarm
triggers. A dozen bats befriended by a druid
could easily detect invisible intruders by echolocation.
If animal guards are rendered useless by
an invisibility to animals spell (assuming the
thieves had a 10th level druid?of which there
aren?t many?cast the spell on them), they have
20 rounds to approach the castle, climb its
walls, and infiltrate a ?safe? part of the castle so
as not to be found. This infiltration is possible?
even probable. But now the thieves have to find
the correct rooms to raise portcullises or lower
drawbridges. Such rooms will, of course, be
guarded around the clock, especially in times of
war. When the guard room door opens, the 3rdlevel
thieves might find themselves outmatched
by a like number of 3rd-level fighters. Even if
the guards are dealt with and the thieves open
the castle?s front door, then a precautionary lock
switch could be thrown to disable the opening
mechanism. In either case, the thieves are on a
suicide mission, because an alert will go up and
they won?t live to rejoice. In short, it would take
a large number of powerful thieves to cover
every possible angle of opening the gates.

Then there is the point of flight over walls.
What sane 10th-level mage would hover within
bow distance (flaunting his 30 hp) so he could
toss a spell? Protection from normal missiles
spells would prove useful, but a well-used dispel
magic spell can cause the mage to plummet to
the ground. And there are more directly damaging
spells that a floating mage will attract. The
same goes for any flying creature. Whatever is
in the air while attacking a castle might as well
put a bulls-eye target on its head. There are a
few truly awesome flying beasts (e.g., rocs and
dragons) that are extremely rare, but if the
besieging army employs such beasts, then it
deserves the havoc they will cause.

The use of a disintegrate spell not only opens
up a mage to attack while he casts it, but the
less than 10? square hole in the wall is hardly
worth the time it takes a 12th-level mage to
memorize the spell.

The fifth-level passwall spell must be cast
within 90? of the wall, causing a 5?-wide passage
to open into the castle. A hole that size won?t be
difficult to block or defend.

Charming an umber hulk is no easy feat, for
not only are they rare, but one would have a
75% chance of breaking the charm monster
spell each week. Personally, I believe it would be
hard to communicate to a ?friend? if merely
looking it in the eyes will cause confusion. The
umber hulk would become suspicious at the
least. I doubt the umber hulk would take kindly
to the suggestion that it must tunnel under a
castle, for that seems life threatening; after all,
the castle is not attacking the mage. Killing a
few humans is just everyday food gathering, but
infiltrating a castle is kind of stupid. In effect, I
believe that charming an umber hulk is basically
impractical, for utilization of it is thwarted by
its own abilities and the restrictions of the spell.

Then there is the most destructive attack
mentioned, the earthquake spell. Your castle
must indeed stand before a formidable force for
a 16th-level cleric with 18 wisdom to lead its
ranks. Welcome to the world of fantasy and
magic, where the whims of the most powerful
people of the continent shape the outcome of
history. But let me assure you that there
shouldn?t be many such characters. Using the
WORLD OF GREYHAWK® boxed set setting as a
model, I present the fact that out of 59 of the
worlds leaders mentioned therein, only one is a
16th-level cleric (Xargun, of the Caliphate of
Ekbir) and one other (Hazen, the Archleric of
Veluna) is a 19th-level cleric. So if you can?t seem
to keep earthquakes from ruining your castles, I
suggest a more balanced campaign world where
the elite are truly elite.

I hope I have not only proven simple castle
defenses do exist to overcome great obstacles
effectively and at no great cost, but more importantly
have disproved the suggestion that magic
renders castles useless.

Darrell C. Donald
Millersville MD
(Dragon #156)