Strongholds
An allegedly common feature of high-level play is the management of strongholds and dominions. The rules relating to strongholds have been rather minimal throughout the history of Dungeons & Dragons, but the treatment in Frank Mentzer's Expert Rules is perhaps the most comprehensive.
In order to acquire a stronghold, the character must "clear" a 6 mile hex of all monsters, either through extermination, negotiation, or what-have-you. Then the player draws up a map of the stronghold and construction begins. The territory is secure so long as regular patrols are sent out; the typical range of these patrols is 18 miles (3 hexes) except in swamps, jungles and the mountains, where there must be a garrison constructed every 6 miles.
Class | Min Level | Lingo | Followers | Notes |
---|---|---|---|---|
Cleric | 9 | Castle | 50-300 crusaders | church may pay half cost; crusaders morale 11 |
Fighter | None | Castle | 8d6 soldiers | soldiers only acquired at level 9 |
Magic-User | 11 | Tower | 1d3 students | |
Thief | 9 | Hideout | 2d6 gangsters | at least one gangster is guild spy |
Dwarf | 9 | Stronghold | ? | ? |
Elf | 9 | Stronghold | ? | forest animals as early warning system |
Halfling | None | Stronghold | ? | ? |
page revision: 1, last edited: 01 Apr 2009 20:15