Castles are large and fortified and arduous to get into. So use these useful methods the following time it’s essential storm a fort!
Castles loom massive in Dungeons & Dragons, the place they are often something from opulent shows of wealth and civilization to towering fortresses that brood ominously on the horizon.
They’re usually on the coronary heart of adventures, for what’s a Citadel if not an above-ground addition to your extant dungeon? However the trick might be getting inside. Castles are supposed to be defensible and are famously arduous to get into. Until you strive somewhat one thing like this.
Flight
Maybe the best strategy to get right into a fort is to only be capable to fly above the excessive partitions and fortified crenellations plagued by archers and troopers able to hurl boulders or sizzling oil down on would-be attackers. In fact, you’ll nonetheless need to be careful for archers, as they could pepper you with arrows, besides, flight solves most of the logistical issues–in case you want lots of people to get in, usually a small workforce flying in can open the gates to let everybody else storm the fort.
Trickery
If flight looks like it carries with it the chance of being shot by arrows an excessive amount of, effectively, to start with, you do know you’re taking part in D&D proper? You’re gonna get shot by arrows. It’s like a ceremony of passage, each adventurer will get hit by a goblin with a brief bow in some unspecified time in the future. Some die as a result of they don’t have very many hit factors when it occurs! Besides, in case you are arrow-averse…
Then there’s at all times the time-honored custom of deception and subterfuge. You possibly can lie and declare to be fort inspectors, you would possibly construct a large wood horse, or use phantasm magic like Mirage Arcane to make it appear to be the fort has moved 6 inches in the midst of the evening and to attempt to lure everybody outdoors.
Treachery
Treachery is totally different from trickery in a vital approach. Trickery includes mendacity to get your self inside, whereas treachery depends on turning somebody contained in the fort to be your ally as a substitute. Cash talks, as they are saying, and in case you supply a guard even a half-share of treasure they could be prepared to only open the gates some quiet night. The identical goes for anybody with sufficient authority to allow you to inside so you may go in regards to the enterprise of getting your journey.
Magic
In fact, it’s D&D, and until these fort partitions are greater than 30 toes thick, you may fairly handily teleport your self inside. You might need somewhat bother getting shut sufficient within the first place, however that’s the place trickery and/or flight is available in. However there’s not simply teleportation magic–we are able to have a look at implausible magical beasts if you already know the place to seek out them.
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Siege Weapons
And we shut out with the one which’s a traditional for a purpose–and that purpose is, it labored in the true world. Get your self a trebuchet or a ballista or any of the siege weapons positioned within the Dungeon Grasp’s Information (beginning round web page 255), and use them to begin chipping away at these fort partitions till you’ve Minecrafted your approach by to the opposite facet.
Completely happy Adventuring!
