Chapter 5:

Castle Construction

Now that you have a basic understanding of the evolution of castle designs during the Middle Ages, it's time to get on with the actual construction of a castle of your own. The first step in this process is fairly simple: use your imagination. Take a few moments to visualize the castle you want to build in your mind. Is it going to be a small frontier fort or the major military structure of a mighty empire? What is the area around it like? Are the local serfs going to support the castle's construction or oppose it? Once you have an understanding of the overall nature of your castle and its climes, then you can get down to business.

Acquiring Land

Obviously, in order to build a castle one must have land on which to place it. In the typical AD&D game, there are many ways to obtain land. Some are above board and heroic, others are not. The choice of techniques possible in a campaign is left up to the DM, with the exact method employed left in the hands of the players.

Royal Charters

One of the most well known means of coming into possession of an estate is through the attainment of a Royal Charter. A charter is an official document from a king or emperor which gives legal permission to an individual or group to administer a section of land in the name of the crown. As a rule, such charters are issued for land which is not within the boundaries of the kingdom, but which is claimed by the throne. As such, a Royal Charter may give away land which is also claimed by another government. In such cases, open warfare or occasional skirmishes are possible.

Land Grants

A land grant is issued to characters who have done some great service to the crown. As a rule, they are accompanied with a patent of nobility for the rewarded individual. Land acquired in this fashion is still assumed to belong to the person issuing the grant, but the vassal is given free charge over all that occurs on it. This is the traditional means by which feudal kingdoms are split up into manageable sections. Since a land grant is normally within the borders of the kingdom, it is seldom disputed.

Conquest of Land

One of the more infamous means of coming into possession of land on which to build a castle is by taking it with force. Examples of such actions might include the "liberation" of a land which is rightly the king's (in his opinion) but which has been taken over by another state and the taking of land held by a nation of opposing alignment. As a rule, land taken in this manner will eliminate any chance of popular support for the castle construction project. In game terms, this means that worker morale (defined in the next section) will never be better than "average."

Purchasing Land

In some cases, it may be possible to buy land from a king or other individual on which to build your castle. Since many feudal kingdoms do not recognize the right of an individual (other than the king) to own land, this is often not a possibility. To determine the purchase price for land (when it is available) start with a base value of 100 gold pieces per acre for undeveloped property. Divide the base value by the Production Modifiers (see the next section) for its climate, geography, and ground cover. Developed land will be more expensive, with property in a town costing perhaps 10 times the computed value and land in a major city fetching a price upwards of 100 times its "true" value. Persons buying land will want to keep in mind that they should, as a rule, buy enough land for the castle itself, all the farms required to support it, a small village for those who work the farms, and woodlands for hunting and future development. As you can see, buying land can become a very expensive problem.

Claiming Land

Among adventurers and explorers, claiming land is a favorite means of setting up housekeeping. If the character or party are recognized as the first individuals ever to tame or explore a given region of the world, then they are free to claim it. If they are planning to establish their own country, the characters are free to claim the land for themselves. Of course, if someone else comes along and claims it as well (see claim jumping), then a battle may ensue. Hopefully, the characters are prepared for this and will be able to keep their attackers from defeating them. If the players lack the resources or the desire to set up their own kingdom, they will want to claim the land in the name of the ruler they serve. By so doing, they are almost assured to receive a Royal Charter or land grant which lists them as the rightful rulers of the area. Kings and emperors will almost always look very favorably on those who work to expand their lands.

Theft or Claim Jumping

In regions which are only partially explored or which have been claimed by a rival government, it is possible to "claim jump." In short, a force moves in, makes their claim, and establishes a keep or village of some type as quickly as possible. They then attempt to hold the land, often asserting "squatter's rights" and fighting off attempts by others to reclaim their rightful territory. Another possibility is the theft of land. Although it is obviously not possible to actually grab the land and run with it, there are many dishonest means by which ownership can be had. For example, a land owner could be forced into betting his land in a dishonest card game. When the last hand is dealt, he has lost. Falsified bills of sale or wills are another possibility. As a rule, only those of evil alignment will use such means to acquire land.

Leasing

Although not a common practice, it is sometimes possible to lease property from a land owner. This is much like buying the land, but assumes that a monthly payment will be made to the lord--a sort of rent. In return for his payments, the land is under the complete control of the leasing character. Often, a lease will be set up to allow the character a chance to begin building a castle before he has acquired the funds to buy the land outright. The price charged for a land lease is highly negotiable, and DMs should base the monthly payment on the value of the land (as computed in the section on buying land) and the perceived wealth of the character.

The Construction Site

Now that you have determined how the character will come into possession of the land on which he wishes to build, it's time to look at the land itself. The designer of the castle must take into account the climate in which work will be done, the terrain which workers must deal with, the vegetation on the site, and the availability of resources.

Climate Type

The first piece of information that must be generated about the castle is its Climate Type. As you might imagine, building a castle in a temperate region is far easier than building one in the frozen north or blistering heat of the tropics. Each of the six climate types listed below includes a Production Modifier(PM). This number rates the difficulty associated with castle construction in that climate. A value of "1.00" is the average from which all other numbers deviate. When you record the climate type, also note the PM associated with it. PMs will be used later to determine how much it costs to build your castle and how long it will take to complete. Whenever you record a PM, remember that a low number indicates better conditions and, therefore, faster and cheaper construction.

Arctic (4.00)

This area of the world is marked by its frigid temperatures and otherwise hostile conditions. The ground is made up of snow and ice, for the region seldom grows warm enough for water to melt. A castle built in such a region is probably going to have to be supplied with imported provisions, as there will be no local agriculture possible. Examples of arctic climates in our own world include both the arctic and antarctic, as well as the peaks of some mountains.

Sub-Arctic (2.50)

While not as hostile as the arctic, sub-arctic climates are harsh and difficult to work in. While a short growing season is possible, it is followed by a long and deadly winter. Castles in this area will be very small if forced to depend on their own agriculture. If food can be imported regularly, then a larger castle is possible. Much of Alaska, Canada, and Scandinavia fall into the sub-arctic category, as do portions of Greenland, Iceland, and the Soviet Union.

Temperate (1.25)

A region marked by distinct changes in season, Temperate zones have short, but adequate, growing seasons and produce good harvests. Winters are harsh, but can be weathered by those who are ready for them. Examples of temperate zones on Earth include New England, portions of Northern Europe, and much of southern Canada and the Soviet Union.

Moderate (1.00)

Perhaps the best suited for human civilizations, these climates offer fairly mild winters, long growing seasons, and are otherwise comfortable to dwell in. Nearly any type of human society can be found in a moderate zone, with great empires often having their seats in such regions. Examples of moderate regions on Earth include much of the southern United States and most of the regions around the Mediterranean Sea.

Sub-Tropical (1.25)

Although these regions are marked by an almost year-round growing season, they are generally too warm for optimum comfort. Winters are short and, as a rule, not harsh at all. Many regions in this climate will never see snowfall unless at higher elevations. On Earth, much of northern Africa and large portions of South America would fall into this category.

Tropical (1.50)

The hottest regions in the world, the tropics are marked by very high temperatures and nonexistent winters. The growing season has no end, but there is no relief from the harsh temperatures that dominate such areas. Much of Central America and portions of Africa fall into this category, as do sections of southeast Asia and the Indies.

Geography

The next important aspect that must be considered about a potential building site is that of geography. In its most simple terms, this can be thought of as the roughness of the terrain. On important distinction must be made here. An area's geography refers only to the earth itself, and not to what is growing on it. Thus, a barren arctic plain and a flat field in a temperate region both fall into the "plains" category. Later, when we discuss ground cover, you will see the forestation and vegetation of an area come into play. For now, though, think only about the rocks and soil. As with climate type, an area's geography will generate a PM that must be recorded for later use.

High Mountains (4.00)

The most daunting and dangerous of geographies, high mountains include only the most lofty of peaks. Travel to and from such regions is assumed to be almost impossible, unless magical means are used to aid the voyager. Even dwarves tend to avoid such rugged lands, although they greatly admire them and their solid construction. On Earth, the mountains of Tibet might fall into this category.

Moderate Mountains (3.00)

Somewhat less imposing than the high mountains, these regions are still overwhelming. Dwarves and gnomes dearly love such places, and will seek them out above all others to make their homes in. Human cultures in such places will be few and far between, but not unknown. The Swiss Alps and Rocky Mountains both have areas that fall into this category.

Low Mountains (2.00)

Although rough and challenging, these areas are far more friendly to human societies than the other mountain types. Those cultures that do thrive in such regions will tend to be small, for the difficulties inherent in such places make large cities difficult, if not impossible, to maintain. On our own world, the White Mountains in New England and portions of the Appalachians throughout the eastern United States will fall into this grouping.

Foothills (1.50)

Unlike the low, rolling hills found in many parts of the typical AD&D game world, these regions are noted for their rough terrain and broken nature. They are rugged and dangerous, often considered to be mountains by those who live on or among them. Areas such as Greece, Turkey, and Italy fall into this category.

Rolling Hills (1.00)

A very common type of geography, rolling hills are very appealing to most human cultures. They offer the advantages of rougher terrain without the hazards and difficulties associated with mountains and the like. Much of the United States and Europe is dominated by rolling hills.

Plains (0.75)

Plains are regions of long, flat terrain without major geographical landmarks. They have no natural windbreaks and are often subject to strong breezes and the like. Despite this, the plains are ideal for many occupations if the climate is hospitable. The midwestern United States and central Soviet Union are fine examples of this type of geography.

Ground Cover

The third important feature of the construction site is the ground cover. For the most part, this refers to the vegetation that will be found in the region. For example, while it might be difficult to build a castle in a mountainous region, it becomes almost impossible if we cover the mountains with a dense rain forest. Each type of ground cover has a PM associated with it, record this number when you determine the type of cover you will be building in as it will be used later on in the construction process.

Jungle (3.00)

This is the most difficult type of ground cover to work in. The combination of dense undergrowth, towering trees, and otherwise unsuitable conditions make jungle construction very daunting. Jungles are also noted for the dangerous monsters and animals that dwell in them. Examples of jungles on Earth include the rain forests of South America and the heart of Africa.

Dense Forest (2.00)

While not as difficult to clear and work as areas of jungle, dense forests are still a major challenge to any castle construction team. They offer resistance in the form of large trees, heavy undergrowth, and fairly dangerous flora and fauna. Regions of the Earth that fall into this category include the rain forests of the northwestern United States.

Light Forest (1.50)

Light forests are common in many parts of the average AD&D game world. They can be difficult to work in, but most construction teams are able to overcome such ground cover with a little effort. In addition, the flora and fauna of such regions are far less dangerous than those of the jungle or dense forest environments. Many sections of North America and Europe are covered with light woods.

Scrub (1.00)

This type of vegetation grows in areas where the soil is not very fertile or conditions are otherwise too harsh for larger plants to take hold. Scrub terrain is a fairly general category that is meant to include any area without large trees that is dominated by bushes, shrubs, and similar small plants. Dangerous animals are rare and construction in such a region is fairly easy. Scrub regions are common along the seacoasts of New England and in colder climates of the world like Canada.

Grasslands (0.75)

The term "grasslands" applies not only to wide regions of savannah and veldt, but also to areas that have been under cultivation. As a rule, the lack of heavy vegetation and absence of dangerous animals makes these regions well suited for the task of castle construction. Much of the midwestern United States falls into this category, as do the farming regions of Canada and the Soviet Union.

Barren (1.50)

Barren regions are noted for their absolute lack of vegetation. As a rule, however, this means that they are poorly suited to construction because of the condition of the soil. While such places are not as difficult to work in as deserts, they are exposed to strong winds and make life difficult for those forced to live and work there. Examples of barren lands on Earth include the prairies of the United States and the steppes region of the Soviet Union.

Desert (2.00)

Two things make construction in the desert difficult: the lack of water or other supplies and the unsuitable nature of the soil itself. Although it is possible to build in the desert, it is not easy. On Earth, the Sahara and Gobi deserts fall into this category.

Swamp (2.00)

Swamps, marshes, and similar wetlands are noted for their hostility to man and his projects. Dangerous animals abound, the land is soft and wet, and the climate is hostile. Few places are more daunting to workers and engineers alike. Examples of swamps on Earth include the Everglades in North America and portions of the Amazon river basin.

Resource Availability

Another important aspect that must be considered is that of construction resources and supplies. If a castle is being built in the arctic, then stone and food must be imported from far away. Read through this section and determine which category best describes the conditions that a specific castle will be built under.

Distant and Poor (2.00)

This category is used whenever the resources (stone, food, tools, and so forth) are far from the construction site and of inferior quality. While this is the worst possible case, it is sometimes unavoidable.

Distant and Good (1.50)

In this case, supplies and resources are of acceptable quality, but are very far away and must be transported to the site. This is a fairly common occurrence.

Near and Poor (1.25)

In this instance, the supplies are close at hand, but are of poor quality. While this is not the best case by any means, it is the most common condition. As a rule, castles will be built with materials from the local area, even if they are not the best available.

Near and Good (1.00)

By far the best of conditions, this is a rare occurrence. To fall into this category, a construction site must be near a source of high quality supplies. The most common instance of such a construction site might be the building of a castle to defend a large town whose main industry is mining and stone-working--obviously, not an everyday thing.

The Work Force

Now that the physical nature of the area has been determined and its various production modifiers recorded, the design process can move on to its next phase. In this section, we will deal with the people who live in the area where the castle is going to be built. As with the previous section on the construction site itself, all of the following characteristics will generate a PM that must be recorded for future reference.

Local Social Structure

The nature of the local people and their native culture will have a lot of influence on the construction of the castle. The reason for this is simple enough, most of the actual work force will be drawn from these people. If they are, for example, nomads with no history of building large, static structures, then it will be difficult to work with them. While they might not directly oppose construction, they will not have an understanding of the techniques to be employed or the tools that they may be required to work with. Careful guidance and supervision of such laborers will be time consuming and expensive.

Nomadic (2.50)

Nomadic people travel from place to place throughout their lives. They build no long term structures and have no concept of enduring projects. As such, they can be difficult to train and tend to think of the work they are doing as foolish and pointless. Why build such an immense thing when we will all move on in a few months?

Semi-Nomadic (1.75)

Although these cultures have many of the same traits as nomadic people, they do build longer lasting structures that they may return to many times. For example, a central temple might be established which several different tribes may journey to for a brief period each year.Although working with semi-nomadic people is difficult, it is not nearly as frustrating as working with nomadic societies.

Primitive Agricultural (1.25)

These people have begun to understand the importance of farming and the like. While less advanced cultures tend to be victims of the environment, these people have begun to confront and even change the local ecology to suit their needs. They have fixed settlements that they live in all year round and understand the concept of land ownership in some basic way.

Agricultural (1.00)

The typical feudal culture, agricultural societies have organized farms, understand crop rotation and similar farming techniques, and have a solid understanding of land ownership. They recognize the importance of a large fortification as a benefit to themselves and their own society.

Advanced Agricultural (0.75)

More advanced than the typical feudal society, advanced agricultural cultures almost demand the presence of a castle or keep in their region as a sign of power, prosperity, and ability. They also have skill and knowledge in building techniques far in excess of those possessed by lesser cultures.

Worker Skill

The next important category is that of worker skill. If the castle is being built by people who have a natural affinity for stone work and fortress design, like dwarves, then work will be quicker, cheaper, and of better quality. While some might argue that it is cheaper to use unskilled workers who can be paid less, they are not taking into account time and money lost to training, mistakes, and lack of worker pride. As a note, the following categories assume that work crews will be largely unskilled, but supervised by artisans and individuals with knowledge and experience. If no experienced professionals are available, the DM may wish to reduce the worker skill by one level. If a wealth of experts is available for some reason, the worker skill may be increased by one level.

Very Poor (3.00)

This category includes all manner of people who have no familiarity with building large structures, like dryads, sylphs, or merfolk. In addition, it includes those who must be constantly supervised or are not free-thinking, like the undead or characters acting under some sort of mental domination.

Poor (2.00)

This class of worker is not familiar with stone work or similar construction projects, but does not find the concept wholly alien. The typical "man-in-the- street" would fall into this category. In addition, some races that are not noted for large scale constructions (like lizard men or troglodytes) might fall into this grouping.

Average (1.00)

As a rule, nearly every construction project will be able to recruit workers of this caliber, unless there are unusual circumstances that dictate otherwise. Persons in this group have a natural affinity for stone work, like the average dwarf or a skilled human construction worker.

Good (0.75)

Workers in this category are noted for their talent, productivity, and work ethics. They can be counted on to make few (if any) mistakes and to undertake prompt corrective action when accidents occur. An experienced team of dwarven masons would fall into this category.

Very Good (0.50)

Those who fall into this category are the most highly skilled of all construction teams. They make almost no mistakes, have very few accidents, and are able to undertake even the most daunting projects without fear of failure. The dwarven artisans of legend fall into this category, as do stone giants and similar races.

Worker Morale

Of course, no matter how good the building site or how skilled the workers, low morale can spell disaster for a project. In fact, highly skilled workers on a project they do not support can spell doom, as they are able to sabotage the project in subtle and disastrous ways.

Very Poor (3.00)

Workers in this category can be counted on to avoid work whenever possible, to sabotage the project, and generally to do a very poor job. Construction time is greatly increased and costs are higher due to supervisory needs and constant reworking of past errors. Slaves and prisoners fall into this category, as do those who have no free will (skeletons, zombies, or persons who are under some form of mental domination).

Poor (2.00)

While workers in this group might not go out of their way to undermine a project, they will certainly not go out of their way to help it along. Minor problems that might be caught early on and corrected are ignored, leading to a potential disaster later on. Loafing is common and the pace of work is generally very slow. Poor working conditions or cruel supervision can easily drive a work crew that normally has "average" morale into this category.

Average (1.00)

Unless there are unusual conditions that might make a construction team more or less inclined to work on a project, they will fall into this category. Maintaining this level of morale is simple enough if supervisors are competent and skilled, conditions are fairly good, and the project is not detrimental to the interests of the workers.

High (0.75)

Workers with high morale tend to be interested in the project for one reason or another. For example, they might be the soldiers who will be stationed in the castle or might recognize its need to defend them from a neighboring state. For whatever the reason, they will work hard and attempt to do whatever they can to speed the project along and insure high quality construction.

Very High (0.50)

The most motivated work force available, very high morale workers will put in long hours in bad conditions with only a minimum of grumbling and fuss. They can be counted on to take corrective action the moment a problem (or potential problem) is spotted. Their work will be of the highest caliber and they will do everything they can to further the interests of the project. Examples of those in this category include the fanatic followers of a popular religious or military leader and the henchmen of player characters.

Determine the Final Production Modifier

Now that all of the major factors that will go into determining the ease with which the castle can be built have been defined, it's time to calculate the total Production Modifier for the castle. To do this, simply multiply all of the PMs that have been generated so far together. It is recommended that you round off your figure to two decimal places when you have completed the calculation.

Castle on the Moors

"In order to illustrate the design process, we will pause at this point and present you with an example of castle construction. Those of you who are familiar with the first book in this series, "The Campaign Sourcebook and Catacomb Guide", will remember the Castle on the Moors from that text. For those of you who are not familiar with it, we have reprinted the map and a brief description of the structure at the end of this chapter. The Castle on the Moors was built in temperate climate (Production Modifier of 1.25) on an area composed primarily of rolling hills (PM 1.00). The region around the castle was dominated by marshes and swamp lands (PM 2.00) and the available resources were somewhat distant, but of good quality (PM 1.50). In determining the composition of the work force, we decide that the local culture is an agricultural one (PM 1.00). The local folk who will be called upon to build the castle are typical humans. However, because the king has commanded that this castle be built, he has sent along a team of experts to supervise. The DM considers the matter, and decides that their influence will increase the worker skill from "poor" to "average", giving the project a PM of 1.00. Because the local people have been bothered by invaders from the swamps before, they support the construction of the castle and are considered to be of high morale (PM 0.75). Putting the numbers all together, we find that we have the following modifiers:

Temperate Climate | 1.25
Rolling Hills | 1.00
Swamp | 2.00
Distant/Good Resources | 1.50
Agricultural Society | 1.00
Average Workers | 1.00
High Morale | 0.75

In order to determine the total production modifier, we multiply all these numbers together (and round to two decimal places) giving us a PM of 2.81. As you can see, the location chosen for the construction is hardly ideal, despite the worker's enthusiasm for the job."

Castle Design

At this point, it's time to think about the actual castle itself. What features will it have? How large will it be? These and other important aspects must be decided upon now. Castle design is a modular process. For example, a simple outpost might consist of four round towers (each four floors high), linked by a solid stone wall (also four floors high), with a basic gatekeep set in the center of one wall to allow entrance to the castle. From this basic description of the structure, we can design the entire castle.

Castle Modules

The following modules can be used in the design of a castle. When you select a module for use, however, be sure to take into account the tech level of the area (as defined at the start of the design process).

Module Descriptions

Many of the terms used in the above table may be unclear to those unfamiliar with medieval architecture. In addition, the actual construction of, say, a barbican may be greatly varied in different kingdoms. Thus, we provide the following description of the castle modules in an effort to fully define them for use in castle design. Readers should note that the dimensions given in the descriptions of the various modules are internal dimensions. Thus, a small, square tower that is described as 30' by 30' has external dimensions of 50' by 50' because of its 10' thick walls.

Castle Modules Table

Module Type | Tech | Time | Gold
Barbican, Small | 4 | 1,665 | 28,600
Barbican, Medium | 5 | 2,050 | 35,200
Barbican, Large | 6 | 2,880 | 49,500
Building, Small Stone | 3 | 64 | 2,000
Building, Medium Stone | 3 | 96 | 3,000
Building, Large Stone | 3 | 144 | 4,500
Building, Great Stone | 4 | 300 | 10,000
Building, Grand Stone | 4 | 600 | 19,000
Building, Small Wooden | 1 | 8 | 40
Building, Medium Wooden | 1 | 12 | 60
Building, Large Wooden | 1 | 18 | 90
Building, Great Wooden | 2 | 40 | 200
Building, Grand Wooden | 2 | 75 | 375
Ditch | 1 | 2 | 10
Drawbridge | 2 | 40 | 550
Gatekeep, Lesser | 5 | 1,950 | 33,275
Gatekeep, Greater | 6 | 4,625 | 40,620
Gatekeep, Grand | 7 | 6,410 | 110,800
Moat/Channel | 3 | 6 | 30
Motte | 1 | 2 | 10
Palisade | 1 | 1 | 5
Tower, Small Round | 4 | 720 | 12,000
Tower, Medium Round | 5 | 900 | 15,000
Tower, Large Round | 6 | 1,260 | 21,000
Tower, Small Square | 3 | 840 | 14,000
Tower, Medium Square | 4 | 1,080 | 18,000
Tower, Large Square | 5 | 1,440 | 24,000
Tunnel | 4 | 25 | 100
Wall, Stone | 3 | 30 | 500
Wall, Stone & Hoarding | 4 | 36 | 600
Wall, Stone & Glacis | 5 | 44 | 720
Wall, Stone & Machicolation | 6 | 53 | 864
Wall, Stone & Postern | 4 | 5 | 100
Wall, Wooden | 1 | 1 | 5

Barbican

Barbicans are a form of construction intended to protect the castle gate from attackers. In this sense, they are much like the gatekeeps that eventually evolve from them. Barbicans are set into the outer and curtain walls of a castle.

Small barbicans are composed of two small, round towers set some 20' apart with a stone building linking their upper sections together. The space beneath the suspended building often houses a gate, but may be found open from time to time. In our module, a gate is always assumed to be included.

Medium barbicans are composed of a brace of medium, round towers that are spaced 20' apart and connected with a small stone building. Once again, a gate is assumed to be included beneath the building.

Large barbicans are also based on two medium, round towers but are spaced 40' apart and have a large linking structure between them. In all cases, the floors and walls of the connecting structure have murder holes and embrasures through which attackers can be assaulted. Further, each tower, whether small or medium, is assumed to be two stories (30') tall.

Buildings, Stone

Stone buildings are generally used in the design of a bailey or castle compound, and are not an actual part of the castle itself. For those who wish to build themselves a home, warehouse, shop, or other structure (either within the confines of a castle wall or in a small village), these buildings can be used.

Small buildings are generally square in shape. The walls average 2' in thickness and stand 15' tall. The interior of the building has 400 square feet of floor area (usually 20' by 20').

Medium and large buildings have similar wall constructions, but have, respectively, 800 square feet and 1,800 square feet of floor area. Usually, a medium building is 40' by 20' and a large building is 60' by 30'.

Great stone buildings are two level affairs, standing 30' tall. Like the other stone structures, their walls average 2' thick (more at the base, less at the top). Each of the great building's two floors has 1,800 square feet of surface area, usually with dimensions of 30' by 60'.

Grand stone buildings are large and impressive things. They stand 45' tall, having three internal levels. The building is usually 80' long by 40' wide, giving each floor 3,200 square feet of surface area. Other shapes and dimensions are possible, but the internal surface area will remain similar.

Buildings, Wooden

Like stone buildings, the following structures are found within the castle walls as out-buildings. In addition, they make up the majority of buildings in a town, village, or other community. The dimensions listed for each entry are the most common, but builders are by no means restricted to them. When determining the price and labor time for a nonstandard building, base your estimate on the square footage of its nearest equivalent from this listing. Small, medium, and large wooden buildings have very thin walls, usually only a few inches thick.

Small buildings are 20' by 20', giving them 400 square feet of floor space.

Medium buildings are 40' by 20' and have 800 square feet of floor space.

Large buildings, which are often found as storage areas or large shops, are 60' by 30' and have 1,800 square feet of floor space.

Great wooden buildings are two story affairs that stand 30' tall. They are 60' long and 30' wide, with 1,800 square feet of surface area on each floor.

Grand wooden buildings are three stories (45') tall and measure 80' by 40'. Each floor has a surface area of 3,200 square feet for a total of 9,600 square feet.

Ditch

Ditches are used in castle defense to make the land which attackers must cross uneven and dangerous. While giving their attention to getting past a ditch or other obstacle, attackers are far more vulnerable to defensive missile fire. Each ditch section is 10' long, 10' across, and 5' deep. Thus, a 100' long ditch would require 10 ditch modules. A ditch is not finished and will not hold water like a moat, although water will pool there after a storm.

Drawbridge

A drawbridge, which is assumed to include a small structure from which it is operated, is used to allow easy passage over ditches, moats, and other castle defenses. The average drawbridge is 20' long and 10' wide. Larger examples can be created by combining two (or more) drawbridge modules. The drawbridge is assumed to be made from hard wood and is braced (or even shod) with metal to increase its strength.

Gatekeep

A major step in the evolution of the castle, a gatekeep permits the defenders of the castle to confront attackers before they reach the main gates themselves. In essence, a gatekeep is much like a barbican that is set away from the castle walls and connected to them via a pair of strong stone walls. Even if the outer barriers of the gatekeep are breached, the walls act to create a killing field that makes the final assault on the gates even more difficult.

A lesser gatekeep consists of two small, round towers and a linking structure (essentially a small barbican) that are set some 20' out from the castle's main gate. Two 15' high walls run from the flanking towers to the main gate and secure the structure to the castle.

Greater gatekeeps are somewhat larger and incorporate four medium, round towers. Two are positioned forward just as they are in a lesser gatekeep, but two more are built into the castle walls around the main gate itself. In this way, the rear towers can provide better fire into the killing fields between the castle and outer defenses and can also support the forward towers in holding off attackers. Persons in the forward towers can move along the top of the walls (which provide partial cover from enemy archers) to reach the castle towers. In times of combat, this is dangerous to attempt.

Grand gatekeeps are the ultimate in gate defense. They are composed of four large towers, arranged in the same manner as the towers in the greater gatekeep, and can hold off huge numbers of enemy forces for extended periods of time. The two forward towers are set some 30' out from the castle and 40' apart. A fully enclosed stone passage runs along the upper section of the two flanking walls, allowing easy and safe passage from the towers to the castle and back again.

Moat/Channel

As technology improves, the idea of making ditches even more effective by filling them with water naturally arises. Thus, in essence, a moat is nothing more than a ditch that has been finished so that water will be contained by it. Channels are used to link moats with the water ways that will fill them. In some cases, it may be necessary to dam part of a waterway to divert water into the moat. Dams can be built like stone walls, but cost twice as much and take twice as long to complete. It is sometimes possible to fill a moat with dangerous animals that can be used to increase its effectiveness during an attack. Exact details in such cases are left to the DM's imagination. It is important to keep in mind, however, that unintelligent moat guardians will attack defender and intruder alike and that intelligent denizens will require some reason for accepting a position as "moat guard."

Motte

Just as it is sometimes wise to ring a castle with ditches to defend it, it is always better to build on high ground. In cases where a natural earthen mound or motte is not available, manmade ones can be created. As a rule, one motte module represents a 10' by 10' square area raised 5'. Thus, if an area 400' by 400' (160,000 square feet) were to be raised, 1,600 moat units would be required for each 5' rise in ground level.

Palisade

A palisade is a fence of wooden posts (usually about six inches thick) that is set up as a defense against enemy charges and the like. Palisades are often set up along the defending edge of a ditch or moat to make them even more difficult to bypass. A palisade module runs 10' long and stands 5' high.

Tower, Round

Rounded towers provide better a better defense against things like screws and sappers. As a rule, they tend to be somewhat smaller internally than their square counterparts, and use less stone. Thus, they cost somewhat less to build. The technology required to build such structures, however, may not always be available to the castle designer.

Small towers of this type have a 30' diameter interior space available for use and are 40' in diameter on the outside. A single tower module is assumed to be 2 stories tall (30') and have walls which average 10' thick. Of course, this assumes that the walls will be thinner at the top and wider at the base. Embrasures in the wall allow fresh air into the tower and permit those within to fire on troops outside.

Medium and large towers resemble their smaller cousins in most ways. Again, they are assumed to be 30' tall and be divided into two levels. Medium towers have a 40' internal diameter while large towers are 60' across.

Larger towers can be built by combining two or more tower modules together and combining the costs. If the structure is to stand alone, then the second module must be one size smaller than the tower below it. Thus, a large round tower could act as a base with a medium round tower atop it and a small round tower atop that. If the structure is anchored to a wall, then two similar towers may stand atop each other. Thus, a six level tall anchored tower could be made up of two large towers for the base and one medium tower atop. Exceptions are possible, but are very rare, expensive, and hard to construct without magical assistance.

Tower, Square

Although less sturdy and somewhat more expensive to make, square towers are easier to build than round ones. Thus, they are somewhat more common. Square towers are found in the same basic sizes as round ones, and a tower module is again assumed to be 30' tall with two internal levels. The internal space available in a square tower is somewhat greater than it is in a round tower of similar size because the chamber is not rounded off.

A small tower is 30' by 30' inside, with outer dimensions of 50' by 50'.

Medium and large towers are 40' and 60' square respectively. Square towers can be stacked just as round towers can. Further, it is possible to stack a round tower atop a square tower so long as size restrictions are obeyed.

Tunnel

A tunnel module represents an underground chamber of 1,000 cubic feet. Usually, this is a 10' long by 10' wide by 10' high section, but the configuration may vary based on need and purpose. For example, a chamber that is going to be 20' by 40' with 10' high ceilings has a volume of 8,000 cubic feet and would require 8 tunnel modules to complete.

Wall, Stone

A typical section of stone wall is assumed to be 10' long, 10' thick, and 15' high. Walls can be stacked, like towers, but must follow some restrictions. For every level that is going to be stacked above it, an extra module must be added to a wall for every 50' (or fraction thereof) in its length. Thus, if we are planning a 3 level high (45' tall) wall that is 50' long we need to add 2 additional modules to the lower level and one additional module to the second level for bracing. Thus, our three level high, 50' long wall requires the 15 modules that make it up, plus an additional 3 modules for bracing. In addition to the wall itself, a number of options are available at higher tech levels. In some cases, walls are assumed to possess certain features as described in the text that follows.

Hoardings are wooden structures that are added to the top of a wall. Because they extend outward from the castle and have numerous holes in their undersides, defenders can move about in them and fire on attackers at the base of the wall. Because they are made of wood, however, hoardings are vulnerable to fire and artillery.

A glacis is an additional section of stone added to the base of a wall that angles outward and creates a sloped or slanted base. In addition to making the wall more resistant to screws and sappers, a glacis will cause things like boiling oil to splatter when the defenders above pour it on the attackers around the glacis. A wall with a glacis is assumed to include hoardings if desired.

Machicolations replace hoardings as a means of attacking enemies at the castle walls. Advances in technology allow the wall itself to be built with a stone overhang that serves the same purpose, but is far less vulnerable to attack. As with hoardings, machicolations are dotted with murder holes for attacks on those below them. A wall with machicolations is assumed to include a glacis at its base.

Posterns are small gates that allow one or two men to slip out of the castle without drawing attention to themselves. They are not secret doors, but are not nearly as obvious when opened as the main gates. The cost for a section of wall with a postern in it is in addition to any cost for things like machicolations. Thus, a wall section with machicolations and a postern would require 58 weeks to build and cost 964 gold pieces.

Wall, Wooden

A wooden wall section is assumed to be 10' long, 3 inches thick, and 15' tall. They can be used to set up barriers or in the assembly of larger structures as internal walls. For example, the floor area of a large keep can be bought as if it was a wooden wall, as can the roof if it is made of timber. When using the wooden wall module in such a fashion just note that it has a surface area of 150 square feet. For an example of wooden wall modules being used in this manner, check the Castle on the Moors example that follows at the end of this section.

Laying out the Castle

Now that you understand the various modules and their uses, go ahead and lay out a rough floor plan of the castle you want to build. It needn't be very detailed or complex, but should identify all of the modules that you want to use.

Castle on the Moors

" In order to help you better understand this phase of the design process, we will switch back to our example of the Castle on the Moors. As you know, we have already determined the various environmental and social features that will dominate the construction effort, now we must lay out the castle itself. Looking at the castle floor plan that follows this chapter, you will see that the keep is intended to have four square towers, each of which is four floors high. Because a standard tower module is only two floors high, eight modules must be used. Since the towers are to be anchored to walls, the same size module can be used on the top and bottom of the tower. The castle is not intended as a great fortress, so the designer opts to use small towers. Next, we move to the walls that link the towers together. A distance of 110' separates each of the towers, so 44 wall sections will be required to complete the lower level of the wall. However, the wall is meant to be four floors high, so additional bracing must be included. Since three levels will be added to the lowest level of wall, three extra wall modules must be added per 50' or fraction thereof. Thus, 26 additional modules must be added to support the second level. Since the second level must support two more above it, two modules must be added for every 50' of its length, for a total of 18 modules. To support the upper level, 9 modules must be added to the third level.""Note that this does not include the additional wall that is set up around the castle gate. This area works out to require 55 wall sections. Thus, for our whole castle, we will need 285 wall modules. The lower level of the main wall (which requires 70 modules) includes a glacis, but the other 214 sections are ordinary wall sections. As you can see, we have already accounted for the vast majority of the castle's construction. The designer wants to have the inside of the keep roofed over and split into 3 internal levels. These floors will be roughly 120' squares, so each one has a surface area of 14,400 square feet. There are four such surfaces to be created (3 floors, including the bottom one, and the roof). In the interest of simplicity, the DM agrees to assume the roof is a flat surface, despite its angular nature. Thus, a total of 57,600 square feet of wooden flooring must be purchased. Since each section of wooden wall (floor in this case) is 150 square', 384 such modules must be built.

The smaller aspects of the castle's design, like the spiral stairways, internal furnishings, and main stairs are assumed to be included in the castle's overhead costs (described later). Since the main entrance is not a grand affair, the DM agrees that it can also be included in the overhead costs. If the gate were larger, it would have to be bought as a barbican or gatekeep. So, what do we have now? Our castle is going to require the following:

8 Small, square towers

70 Wall sections with glacis

214 Standard wall sections

384 Wooden wall sections (used as floors and roofing)

Average Construction Time & Cost

Now that you have laid out the basic structure of the castle, it's time to determine just how much all this is actually going to cost and how long it's going to take to build. Because of the modular nature of this system, that's very easy to do. Simply add up the cost of all the modules you wish to purchase and add up the time required to build them. Once you have these totals, you know the basic values that we will be working with. The values you have just calculated are the average time and cost factors for the project. To determine the actual time and cost involved, we must go through a few more steps.

Works of Art

Of course, all of the above values have been generated with the thought of a typical castle in mind. If you wish to build an ornate complex that is both a fortress and a work of art, you may do so by adding an additional 50% to the cost and time required for your project. Such structures as this are rare in the extreme, of course, and are usually reserved for the seat of a great king or mighty emperor. Lesser structures, like the wooden buildings or free-standing towers, can be made ornate in a similar fashion. Further, it is possible to have part of a castle be ornate, the main keep is an obvious choice, while the curtain walls and outer defenses are more structural. To do this, just apply the increased cost and time to the specific module being selected. If desired, a castle can be made very spartan. In such cases it will not be a comfortable place to live in, but will still fill its role as a military fortress. Spartan castles cost 25% less to build and require 25% less time.

Overhead Costs

Overhead costs are assumed to include a great many things that are not detailed in this system. Overhead includes the time spent recruiting and training workers, obtaining food and housing for the labor force, and filling the castle with furniture and the like when the project is finished. For the sake of simplicity, overhead is always assumed to add an extra 10% to the castle's cost and time. Thus, a castle that has a total cost of 250,000 gold pieces would cost 275,000 when overhead is figured in. The construction time required is likewise increased.

Final Calculations

Once you have established the base cost and the overhead costs, you can figure out exactly how long it will take to build your castle and how much of your precious gold you are going to have to part with before its done. To do this, simply total the base and overhead values that you have calculated and multiply them both by the production modifier (PM) generated in the first part of the castle construction procedure.

Castle on the Moors

Going back to the Castle on the Moors project, we can total up the costs and times required as follows:

Eight small, square tower modules cost a total of 112,000 gold pieces to build and require 6,720 man/weeks of work.

Our wall requires 70 sections with a glacis, which requires 3,080 man/weeks to build and costs 50,400 gold pieces to finance.

The upper levels of our wall require 214 standard wall sections, for a total of 6,420 man/weeks and 107,000 gold pieces.

The wooden floors and roofing will require 384 wooden wall sections. The total time required for this phase of construction is 384 man/weeks and the total cost is 1,920 gold pieces. As you can see, this is cheap when compared to the rest of the project.

The castle is not intended to be overly ornate--after all, it's in the middle of a swamp. However, the knight who must live here is not expected to be uncomfortable. Hence, the castle will not be spartan either. Cost and production time values are unmodified.

Thus, our total cost for the construction of this castle is 271,320 gold pieces. When we add in the overhead charges (which work out to be 27,132 gold pieces) we bring our total up to 298,452-- quite a lot of money.

As far as construction time is concerned, our base value works out as 16,604 man/weeks of labor. When we add our 10% overhead time to that, we have a total of 18,264 man/weeks--quite a lot of work, as well.

We're almost through, but now we have to remember that these values assume that we are working in perfectly average conditions.

The Castle on the Moors is being built in a region of swamps, far from its base of supplies. All of these things are part of our PM, which we determined was 2.81 in the first phase of design. Our next step is to multiply our most recent values for cost and time by our PM. When we do this, we find that our castle will actually require 51,322 man/weeks to build. Further, it will cost us a staggering 838,650 gold pieces.

The Work Force

Now that the castle plans have been committed to parchment, it's time to get on with the actual construction of your castle. The first point to consider in this phase is your work force. The prices that you paid above assume that you will be building the castle in one year. At this point, you should take the construction time that you have and divide it by 52. The product of this calculation is the number of men that must be hired to complete the job in one year. It is assumed that the cost of supporting a work force of this size is included in the cost of your castle so far. Thus, if you take no other action at this time, you will be able to build your castle in 52 weeks.

Larger Work Forces

In order to increase the speed with which a castle is erected, designers may wish to hire additional laborers. As an average, the cost to hire a worker is assumed to average out at 10 gold pieces a week for the duration of the project. While the typical laborer is only going to receive a salary of 1 gold piece per month, they are supported by skilled supervisors and artisans who receive far greater pay. In addition, this cost assumes that they must be fed, housed, and trained. If the designer can raise enough money (and find enough willing laborers), to increase his work force to twice its standard value, construction will be completed in 75% of the established time. If the work force is quadrupled, the construction time is cut to 50% of its calculated value. Larger work forces are not permitted. Before you calculate the cost for all these new men, skip to the sections on Heroic Characters, Magical Items, and Monsters. Once you have determined the effects of these sections, return here and work out the new duration of the construction project (in weeks). Multiply it by the number of extra men who will be hired and then multiply the total from that operation by 10 to determine the total cost for the increased work force. Add this sum to the cost for the castle as a whole and don't worry about a weekly payroll.

Smaller Work Forces

If money is a factor, but time is not, the designer may wish to consider cutting his work force. For each man removed from the labor pool, the cost of the castle will be reduced by 10 gold pieces per work for the duration of the project. If enough workers are removed to reduce the work force to 75% of its standard value, then construction time is doubled. If the work force is cut to half its standard value, then construction time is quadrupled. No reduction below 50% in the work force is possible. It is possible to reduce the work force to below its standard number without increasing the time required so long as the contributions of heroic characters, magical objects, and monsters (as detailed in the following three sections) return the work level to it's standard number. For example, if a group of PCs is able to do the work of 100 men, then 100 laborers may be cut from the work force and the money normally spent to hire them saved. Once you have determined the new duration of the project (in weeks), multiply it by 10 to determine the savings that is made per cut laborer. Subtract this savings from the cost of the castle now and don't worry about a weekly payroll.

Heroic Characters

Both player characters and higher level NPCs can augment the work force considerably. This is due primarily to their greater experience and worldliness, as well as their generally higher determination. After all, these special people have proven themselves to be far more than just the average citizen, otherwise they wouldn't be heroes!

As a rule, any non-magic using character will be able to do the work of one man for every level that he or she has attained. For example, a 6th level thief can do the work of six normal laborers. It is assumed that the thief need not be an actual part of the work force, but is acting in a supporting role by obtaining good prices for items and making sure that the local bandits and crime syndicates do not interfere with the project. Characters who are able to use magic can be of tremendous help when it comes to building a castle. After all, consider the benefits of a "stone shape" spell or a "wish" spell when construction is in progress. In order to simplify matters, any spell using character who is a part of the construction force counts as one laborer for each level that they have attained. In addition, they count for one man for each spell level that they can cast in a given day. Be sure to include any bonus spells for wisdom that a priest might be entitled to.

For example, a 5th level wizard would be able to do the work of 16 men. He counts as five men because of his basic level. In addition, he can throw four 1st level spells in a day (which counts as four more workers), two 2nd level spells (which counts as four more workers), and one 3rd level spell (which counts as three workers). The importance of magic in castle construction should not be underestimated, as a 20th level wizard can do the work of over 180 normal men! While player characters are free to work on a project, DMs should make the recruitment of high level NPCs an expensive hireling who, more than likely, will require an adventure to recruit.

Magical Items

Some magical items, like the "saw of mighty cutting" or the "spade of colossal excavation" have an obvious value in the construction of a castle. In cases where some question arises as to the usefulness of a particular item, the DM must make a judgement call on whether or not the item will be a significant factor. For example, an enchanted shield is not likely to be of much help in building a castle, although "gauntlets of ogre power" might be. As a rule, if the item is well suited to construction work, like the "mattock of the titans", then it will be worth a number of men equal to 5% of the experience point award for its discovery. Thus, the "spade of colossal excavation" counts for 5% of 1,000 points or 50 men.

If the item seems to have some possible application, like "wand of lightning" (which could be useful in clearing land or digging the foundation of the castle), then it is worth 1% of its associated experience point award. Thus, the aforementioned wand would count as 40 men.

Items that the DM feels are of no particular use in the construction effort, like a "ring of regeneration" or "elven boots" are not counted toward the manpower total. If the DM rules an item to be useless, the owning player should be allowed to explain how he feels the item might be useful. If the DM is swayed by his or her case, then the decision may be reversed.

Monsters

It may be possible for the character's to recruit monsters to aid in the building of the castle. Many of the monsters listed in the various "monstrous compendiums" can be pressed into service, though some will be more suitable for such work than others. If the players have a means of obtaining monstrous laborers, the DM must determine how suitable they are for such work. If they might be prone to devouring other members of the work force, they should be considered poorly suited. Similarly, if they have little talent or ability in such things (like a unicorn) they might be deemed useless or poor. If a monster is well suited to construction work, like a stone giant, centaur, or bugbear, it is worth 5% of the experience value that a player would receive for defeating it in combat. As a rule, most humanoid creatures of lawful, neutral, or good alignment will fall into this category.

If a monster is somewhat suitable, but has drawbacks, it is worth 1% of its XP value. Most chaotic or evil humanoids fall into this category, as do those who have restrictions to their movement or dexterity. Dragons, because they have no manipulatory limbs, fall into this category. Monsters that are wholly useless to a construction project, like a green slime or shrieker, will contribute nothing to the work being done.

Work Seasons

Once the construction time and cost have been altered to reflect the efforts of the player characters, their spells and magic items, and changes in the size of the work force, the DM needs to consider the area's climate again. We now know how long it will take to build the castle if the crew works straight through. Of course, it is not possible to work every day because of weather and similar factors. For example, a region that has harsh winters and is marked by severe storms during spring and autumn might restrict the construction crew to working only 25% of the year! That means that a castle might take, on the average, four calendar years to build.

In order to determine the actual number of weeks available for work in any given region begin by recording its PM values for climate type and ground cover. Multiply these two numbers together to determine the Work Time Modifier (WTM). This value should range between 0.75 and 12.00 when you are done. Next, divide 52 (the number of weeks in a year) by the WTM to determine how many weeks are available for work in a given year. Note that in some cases you will have more weeks available than you have in the year. In this case, it is assumed that the climate is so favorable that your work precedes at a very rapid pace and you are able to accomplish much more than might normally be expected.

Castle on the Moors

We return now to our fine example of the Castle on the Moors. As you will recall, the current calculations show that the castle will cost us 838,650 gold pieces to build. The entire project, as it now stands, will take 51,322 man/weeks of work to finish. Lets continue with the process, going through the steps that we have just outlined. Our first step is to determine how large our standard work force will be. To do this, we divide the current time required for construction (51,322 man/weeks) by 52. The result, 987, is the number of men that must be hired to complete the castle in 52 continuous weeks. They are assumed to be included in the cost we have already paid for the castle.

Since the king and his advisors see the danger in the swamps as a growing problem, they decide quadruple the work force and attempt to complete the castle in half the usual time. Thus, they will need to hire 2,961 additional men. Before we determine the cost of such an increase, we must look at the contributions that will be made by the player characters who are in charge of the castle's construction.

The knight who will be lord of the castle is a 12th level paladin. As such, he counts as 18 laborers--12 because of his experience level plus six more because of his spell casting ability.

The paladin has four companions. Two of them are not spell casters, a 10th level thief and an 11th level warrior, who will count as 21 additional men between them. The spell casters are a 10th level wizard (who will do the work of 49 men) and a 9th level priest with a 17 wisdom (who can do the work of 52 men). Thus, between all the player characters, the work of 140 men can be done. In addition to their own efforts, the party has a number of magical objects that they want to use to help speed construction.

The paladin has a suit of "Plate Mail of Etherealness" and a "holy avenger" sword, but the DM rules that these will not help the project. Similarly, the DM rules that the other magical weapons and armors of the party members will be of little value. The priest, however, has obtained a pair of "gauntlets of ogre power", which the DM rules to be of some use. Thus, the priest can save the treasury the hiring of 10 additional men (1% of 1,000 XPs). The warrior has obtained a "lyre of building", which the DM agrees will be of obvious value over the course of the project. Thus, the warrior's magic item can do the work of (4,000 x 5%) 200 men!

All told, we now see that the characters will be able to contribute greatly to the construction of the Castle on the Moors. Between themselves and their magical items, they can do the work of 350 men. Truly, these are the folk of""whom songs will be sung! In their efforts to further speed construction, the characters call in a debt owed to them by a stone giant. The DM agrees that a stone giant is an excellent choice for such works, so he will be worth 5% of his experience point value (8,000). Thus, the stone giant can do the work of 400 men all by himself! In addition, the DM rules that two of the stone giant's sons will join their father in working on the castle. Each of them counts for only 200 men, however, as they are but growing boys.

When all is said and done, the player characters, their magic items, and their monstrous allies can fill the slots of 1,150 men. Returning now to the need for additional workers, we find that the crown still needs to hire and support 1,811 more men. Since the construction time of the castle will be cut in half by their efforts, they need only be paid for 26 weeks of work. At 10 gold pieces each this works out to be a total of 470,860 gold pieces. This figure may seem high, but remember that the efforts of the player characters have prevented the need for an additional 1,150 men and saved nearly 300,000 more gold pieces for the crown. The king is sure to remember their actions! With all of that taken care of, we turn our attention to the weather and working conditions. Because the climate around the castle is temperate (PM 1.25) and the ground cover is swamp (PM 2.00), we have a WTM of 2.50. Thus, only 21 weeks out of the year will be suitable for work on the castle. Since 26 weeks are required, the project will be completed in about 14 calendar months if all goes well.

Monthly Events

Over the course of the castle's construction, things may not always go as planned. Each month, the referee should roll 1d100 on the following table to check for unplanned hazards and events. Referees are encouraged to add to this chart or customize it to better fit their own campaign.

1d100 | Event
01 - 65 | No unusual event
66 - 75 | Bad weather
76 - 81 | Severe weather
82 - 83 | Monster attack
84 - 85 | Highwaymen
86 - 87 | Local unrest
88 - 89 | Labor dispute
90 - 91 | Raid
92 - 93 | Call to arms
94 - 95 | Civil war
96 - 97 | Royal visit
98 - 99 | Bad omens
00 | Natural disaster

No Unusual Event

More often than not, nothing out of the ordinary will occur during the course of the month. In such cases, a full four weeks of construction is completed without major accidents or mishaps.

Bad Weather

Depending on the area in question, this could be anything from a sandstorm to a bad series of thunderstorms or a blizzard. In any case, no work is possible for the entire month. Note that the bad weather is not assumed to last the entire month, but rather that much of the work done during this period is spent countering the event. For example, waiting for the land to dry after a severe rainfall, removing the sand or snow following a sandstorm or blizzard, and so forth.

Severe Weather

Severe weather conditions are dangerous indeed. They not only halt work for the month, just as bad weather would do, but set the project back by 2-8 (2d4) weeks. In order to keep things simple, just roll 2d4 and add that many weeks to the completion date of the project.

Monster Attack

Some sort of monster or great beast is stalking the area! The construction crew will lose 2-20 (2d10) laborers to its hunting or evil manipulations. Funeral expenses will be 100 gold pieces for each man. Once that is out of the way, the player characters must seek out and destroy the beast. The DM should make this a separate adventure. No work on the castle can be done until after the beast is hunted down and destroyed or otherwise pacified.

Highwaymen

A band of thieves and murderers has started stalking the supply routes to the castle. Because of their pillaging, work is reduced to half speed (that is, one week of work is done every two weeks) until they are dealt with. As with the previous entry, the DM should make resolving this an adventure of its own.

Local Unrest

The actions of the work force or player characters have stirred up the local population and they no longer support the construction of the castle. In fact, they demand that all work be stopped and the existing constructions be torn down. Work will stop for 1d4weeks. After that time, construction may continue, but if the problem is not resolved it will be at half speed (one week of work every two weeks). Restoring the public's faith in the project should be handled by role-playing and may or may not require an outlay of cash as a "sign of good intentions.

Labor Dispute

The workers are up in arms about something. Perhaps it's the player characters doing so much work with their magical items that they look bad or maybe it's the working conditions. Whatever the reasons, their pay must be increased or all work will stop for 3-18 (3d6) weeks while new workers are recruited. In order to avoid the shut down, an additional 5 gold pieces per week must be paid to each man on the work force for the remaining duration of construction. For instance, a 1,500 man labor pool with 12 weeks to go on a project would require an additional 90,000 gold pieces in compensation. The money can be spent as a lump-sum at this point to avoid ongoing paperwork.

Raid

A neighboring power, whether another kingdom or just a powerful orc tribe, stages an attack on the castle. Their number will be roughly equal to the work force at the castle, making it a fair fight. There are a number of ways to resolve such a struggle, but the one we recommend is with the BATTLESYSTEM miniatures rules and the supplemental material presented in this book. If the group is not interested in resolving the conflict en masse, then set it up as an adventure. At least a portion of the major battle should be fought, however, with the PCs playing an important role. If the DM wishes, the event can simply be resolved with the elimination of 33-90% (30 + 3d20) of the laborers. These heroes died defending their castle and are entitled to a good burial and pensions for their families. The remaining portion of their wages is assumed to count for this. In addition, new workers must be hired at 10 gold pieces each per week for the rest of the project. Figure out this cost right now and pay it in advance to avoid long term accounting.

Call to Arms

The kingdom is at war! The king calls upon all of his vassals to send him aid in the form of troops or money. The PCs can decide that they will contribute. If the PCs opt to send gold, they are expected to send gold equal to 5% of the castle's total projected cost. Thus, a castle worth 2,500,000 gold coins would require a donation of 125,000 gold pieces. If the PCs decide to send forces, they must give up 25% of their laborers for the rest of the project. Regardless of the new number of workers, construction on the castle slows to half speed (one week of work every two weeks) because of reductions in supplies and concern over the future of the kingdom. It is also possible that the PCs may refuse the order, although this is a violation of their oaths to the king. If they do this, they will branded as rogues and subject to anything from an outright attack by the king's forces to a revolt by the local populace and laborers. It is doubtful that the king's enemies would treat them much better, for they have proven themselves to be untrustworthy. In any of the above cases, the PCs are expected to travel to the king's castle and inform him of their choice in person. This should be an adventure planned out and run by the DM.

Civil War

One of the king's vassals is in revolt! The PCs are bound by their oaths of fealty to aid the king in the war. Their choices are much the same as they are in case of a call to arms, save that they can opt to support either the existing ruler or the usurper. Making the wrong choice will cost them dearly in the end. If they support the king, and he is defeated, then they will be in a bad position to negotiate with the new ruler. If they support the usurper and he loses, then they are traitors to the crown and will probably be executed or banished from the kingdom. Adventure possibilities run ram-pant here, and the good DM will require much role-playing before the civil war draws to a close. Just as with the call to arms (above), the PCs will be expected to appear before their king (and possibly his rival) to explain their actions and give their decision.

Royal Visit

The king is coming to inspect work on the castle. His visit makes for an excellent role-playing environment as the PCs attempt to prove their gratitude for the right to build this castle in the king's name and stay on his good side. However, the royal presence has a negative impact on the work in progress, as everyone must stop working to make the area look as nice as possible for his royal highness. A total of 1-4 (1d4) weeks of work will be lost.

Bad Omens

Perhaps the stars are aligned poorly, or a black cat has been hanging around the construction site. Whatever the case, the PCs are advised to stop all work on the castle for 1 to 6 (1d6) weeks. If they opt to ignore this warning, they must roll on the event table once per week for the duration of the crisis. In addition, any roll of 10 or less is re-rolled while the portents are unfavorable. An additional roll of "bad omens" increases the duration of the danger period and requires all rolls of 20 or less to be re-rolled. Further results of "bad omens" increase the hazardous time, but do not further modify the die rolls.

Natural Disaster

The most horrible of events, a natural disaster might range from an earthquake or volcanic eruption to a flood, tornado, or meteor impact. Whatever the case, the castle is in ruins. All work to date is lost and clean-up costs will consume the entire budget remaining for construction. In short, it's back to square one. Because of the severity of this event, the DM is encouraged to allow the characters a chance to thwart the calamity (or lessen its effects) with an adventure. Their quest should not be an easy one, as they are playing for keeps (sorry about the pun).

Castle on the Moors

" Well, construction of the castle is finally under way! The DM rolls for an event for the first four weeks of construction. The dice come up a 31, so there is no event in the first month. The die roll for the second month is a 61, again indicating "business as usual." So far, construction is right on schedule! Next month's roll is a 78, indicating that the weather has turned severe. Not only will no work get done this month, pushing the completion date back by 4 weeks), but the DM rolls 2d4 and determines that the project has been set back another 7 weeks! This is almost a disaster. Because of the weather, the time remaining to complete the project is increased from 18 weeks to 29 weeks. The fourth month rolls around, with the PCs and laborers hoping that it will be better. The dice come up a 94, indicating a civil war in the kingdom. The PCs decide to support the king, and travel to him with news. While they are there, however, they attempt to convince him to "let them off the hook" for donations to his war effort. They point out the damage done to the castle by last month's severe weather and remind his majesty of the importance of the castle to his defense against the monsters in the swamps. The DM decides that they have made their case well, shown their loyalty to the crown, and deserve a break after last month's events. The king agrees that their efforts to complete the castle are far more important and that he can deal with the rebels himself. The DM absolves the players of their responsibilities and does not impose the normal penalties associated with this event on them. Thus, the month's labor goes as planned, leaving only 25 more weeks to completion of the castle. Next month's roll is a 29, allowing four more weeks of good work to be done. There are now 21 weeks of labor left on the castle. However, 20 weeks have passed and the season (which is only 21 weeks long) is coming to an end. The PCs order work stopped for the year and throw a grand feast to thank the workers for their efforts over the past few months. Winter passes through the moors and work is ready to begin again the next year. For the first four weeks, however, the random event roll is a 98, indicating bad omens. The PCs decide to halt work and wait for things to improve. Five weeks pass without incident, and the bad omens fade from prominence. Construction can begin again.

Next month's roll is a 19, indicating clear sailing for the castle crew. There now remain only 17 weeks of work to do. The next three months also pass without problem. Twelve more weeks of work are added to the project, leaving only 5 more to go. Winter is closing in, however, and work must be halted for the year.

At the start of the next season, bad weather delays the project by four weeks. While this upsets the PCs, they remember the difficulties of the first year and consider themselves lucky. Construction resumes with a roll of 27 for the next month, indicating that four more weeks of work are done. The end is right around the corner! There is only one week of work left to do! As those of you who own a copy of the "Campaign Sourcebook and Catacombs Guide" know, the Castle on the Moors is fated for a bad end. The last roll on the events table comes up a 00, indicating a natural disaster. The DM sets up an adventure to give the player's a chance at thwarting it, but they are unable to do so. Massive floods raise the water level in the moors, softening the earth, and causing the keep to sink into the morass forever. As the last of the battlements is finally consumed by the mud and water, their stone giant assistant turns to his sons. "That's why you should never build a castle in a swamp."