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Fortress Architecture

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Thread replies: 10
Thread images: 3

Sup /tg/
The party is about to start their final adventure through an immense Fortress/Palace. What are some essential rooms and areas every Fortress/Palace needs. Decadence is mandatory.
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A throne room
Bedchambers
Multiple guest chambers
Some sort of reception hall
Chambers for the staff/servants
Bathrooms
A ballroom
A lavish garden (not really a room, unless it's some kind of massive hanging gardens structure within the Atrium)
A large balcony
Various rooms for the guards and such
A treasury
An art room (many modern museau such as the Louvre started out as palaces)
A weapons storage
A donjon for a fortress
Some dungeons too probably
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Tell us a bit more about your setting? Your Viking sea-hold will be a lot different from Dracula's castle will be a lot different from a Spanish hill fort.
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>>55240664
A khufu-sized pyramid that is home to the undead queen, her court, her officers, and her attendants.
Multiple levels separate this fortress and the hgihest echelons of necromancers and aristocracy can be found on the highest levels.
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>>55239231
A hall of mirrors.
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>>55239231
BUILD IT IN DORF
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>>55240838
>>55239231
Is it just a pyramid?
They only really work because they're mostly solid.

On the other hand, if we've got an entire temple-fortress complex to work with then there's lots of cool shit we can include include.

One thing to note, the place that's either most fortified or second only to the inner sanctum or keep is the gatehouse/gatehouses (the outer ones may be larger and stronger by virtue of space)
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>>55239231
A room of precious artworks, sculpture and vases which will inevitably be comically destroyed when the party battles their way through.
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>>55240838
If she's undead, and especially if it's pyramid-modeled, she should be at the center rather than the top, though a high platform only accessible from her chambers is thematic.
You also have to remember, with undead who don't even bother to pretend they're alive and who aren't still inhabiting their pre-death digs, most "normal" fortress features are irrelevant.

I'd divide it up into five segments:
- A dock and causeway devoted to interaction with living subjects, whether it was during the transition to an undead empire or just where tribute or hostages are placed now. Workshops, storehouses, and perhaps the living-side temples of a dualist cult all have their places here, alongside pieces of monumental art.
- The outer cemetery. Guards' quarters, composed only of small decorated rooms with a single sarcophagus and mantels or jars holding their most prized possessions in life, lie among the manicured stone garden, in a mazelike layout arrayed with hidden and one-way doors.
- The inner cemetery. Palatial tombs featuring wide ritual chambers hold magical and alchemical labs; due to the unlikelihood of anything living this far, there is also a small dungeon and abattoir where only the most deliciously vivacious interlopers are stored for serving to the assembled nobles.
- The pyramid itself. Imposing, dense, and nearly-solid, this is essentially one monumental inner chambers.
Finding and opening a secret door, the party will continue down a dimly-lit stairwell lined with writing in a dead language until it suddenly forks at another secret door, turning upward into an incredibly lavish throne room from where the ever-Queen makes her edicts to the few nobles allowed the secret of how to open both the pyramid's secret door or rains down arcane magics from above on adventurers who dare to disturb her.
Off the bottom of the throne room lie the chambers of her closest advisors, an extended gallery, and a treasury.
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>>55241427
Behind the throne at the very center of the pyramid lies a single cubic chamber that the queen calls her own, containing her greatest treasures, organ jars and/or phylactery, and a rising tunnel impassible to humans which opens near the top of the pyramid. This allows her spirit and any possible non-human forms both to escape if the pyramid is invaded and to appear outside the pyramid without opening its doors.
- If the players breach the pyramid but do not find the door to the Grand Gallery, instead, they continue on, ever-lower, and eventually into quarried rock rather than brickwork (though hard to notice as it is still elaborately painted.) Eventually, several hundred feet directly under the queen's chamber, they find a large hall containing another tomb. Depending on how you want to play it, this could be:
* Decorated as flamboyantly in silver as the queen's is in gold, this is the resting place of her sister. Undeath has been significantly unkinder here, with the lack of a tunnel to the outside for her ka and the lack of devotion from nobles leaving her completely unintelligent from hunger. Pop an encounter with a banshee of some sort, for added spoopy leave her surrounded by and constantly trying to feast on bloody bones which are the remains of her retinue sealed in while still alive.
* Just an empty tomb. As you raise your torch you notice, in a style of handwriting several centuries out of date, the words "Sindbad was here" scrawled in sootblack over a mural.
* A mini-Underdark. The mummy was just the start of what evil lurks buried.
Thread posts: 10
Thread images: 3


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