Homebrew: Property, Walls

  Sometimes, builders construct walls after the structure is already in place, whether to guard against unwanted visitors or simply to add privacy. The wall sections are assumed to be 10 feet tall and 20 feet wide each. For towers, you can place a guard post above the walls and add a siege equipment, such as a ballista or a trebuchet.   The cost for walls will depend on the material you use, and each material have its own statistics regarding hit points, AC and damage threshold, as shown in the table below. When a wall section reaches 0 hit points, it is destroyed. You can read more about materials and damage threshold in the Chapter 8 of the Dungeon Master’s Guide.   To calculate the amount of gold pieces it will cost to enclosure the whole structure, multiply the structure size in Building Spaces by the material cost per section, considering only the building spaces that are in the same level as the wall.   For example, a group wants to build a wall around their mansion. The structure have 8 building spaces in the first floor and 4 building spaces in the second floor. In this case, the characters decide to build a stone wall, so they need to spend a total of 4,800 gold pieces to enclosure the structure.   This page details stronghold and dungeon walls. Information includes thickness, hit points, damage threshhold and costs to build.   Structural Walls vs. Freestanding Walls:
  • Structural walls are those that make up building, and can have different material on both the interior and exterior side.
  • Freestanding walls are strong, protective walls that usually surround large cities, castles and courtyards.
  Damage Threshhold: Certain wall materials have a Damage Threshhold. A wall with a Damage Threshold has immunity to all damage unless it takes an amount of damage from a single Attack or Effect equal to or greater than its Damage Threshold, in which case it takes damage as normal.   For example: if a wall has a damage threshhold of 20, and is attacked for 17 damage, no damage is taken (since 17 is less than 20). However, if the same wall is attacked with 24 damage, it takes 24 damage (since 24 is greater than 20).   Augmenting Walls: Once a wall is built, it is possible to augment the walls. You can add razor wire, make the walls slippery or even add magical properties. For a list of augmentations, click here.

Structural Walls

Structural walls are those that make up a building, such as a cottage or mansion. When above ground, structural walls can use different materials on the interior an exterior side of the wall, but many use the same material on both. Structural walls are different from freestanding walls, which are walls that surround areas (like the walls surrounding a city, castle, or courtward).   For more information on freestanding walls, click here.  
Material AC HP* HP/in. Thickness* Damage Threshold Cost per 5'* Climb DC Notes
Adamantine 23 300 100/in. 3 in. 40 500 gp 25
Bone 15 120 10/in. 1 ft. 5 50 gp 10 May be difficult to acquire in Good kingdoms
Crystal 13 12 4/in. 3 in. 0 Special 26
Earth, Packed 10 36 1/in. 3 ft. 0 2 gp 10
Glass 13 10 3/in. 3 in. 0 75 gp 25 Can be clear, or opaque.
Ice 13 120 10/in. 1 ft. 0 50 gp 25 Half price in colder climates.
Iron 19 150 50/in. 3 in. 20 200 gp 20
Masonry 15 180 15/in. 1 ft. 10 25 gp 15
Masonry, Reinforced 19 288 24/in. 1 ft. 15 75 gp 15
Masonry, Superior 17 240 20/in. 1 ft. 12 50 gp 20
Mithral 21 225 75/in. 3 in. 30 350 gp 25
Steel 19 180 60/in. 3 in. 25 250 gp 20
Stone, Hewn 17 1080 30/in. 3 ft. 20 100 gp 15
Stone, Unworked 17 2000 33/in. 5 ft. 20 50 gp 12
Wood 15 60 10/in. 6 in. 5 10 gp 20 No cost for ground floor. -10% costs in forest terrain.
Wood, Living 15 72 12/in. 6 in. 0 100 gp 15 Must be created using magic (wizard may cost extra).
  * Freestanding walls, like those that surround castles and keeps, are thicker, have more hit points and cost more. See the freestanding wall table below.   There is a great Calculate Structure Wall Costs Calculator on the TG.cc site.

Freestanding Walls

  Freestanding walls are thick, protective walls that tend to surround cities, castles and courtyards. They are different from structural walls that make up buildings because they are thicker, stronger, cost more and can be built extremely high (For more information on structural walls, click here). Freestanding walls that are higher than 10 feet must add an extra layer of thickness to each lower layer in the stack.   This addition is cumulative; For example, a 10ft tall wall will have a single panel (see thickness in the table below). A 20ft tall wall would have 2 thick panels, topped by a single panel. A 30ft tall wall would have 3 panels, topped by 2 panels, topped by a single panel. Etc.  
Wall Material Thickness* HP* HP/in. Damage Threshold Climb DC Cost per 5'* Notes
Adamantine 6 in. 600 100/in. 40 25 1,000 gp
Bone 2 ft. 240 10/in. 5 10 100 gp May be difficult to acquire in Good kingdoms
Crystal 6 in. 24 4/in. 0 26 special
Earth, Packed 6 ft. 60 1/in. 0 10 5 gp
Glass 6 in. 25 3/in. 0 25 150 gp Can be clear, or opaque.
Ice 2 ft. 240 10/in. 0 25 100 gp Half price in colder climates.
Iron 6 in. 300 50/in. 20 20 400 gp
Masonry 2 ft. 360 15/in. 10 15 50 gp
Masonry, Reinforced 2 ft. 576 24/in. 15 15 150 gp
Masonry, Superior 2 ft. 480 20/in. 12 20 100 gp
Mithral 6 in. 450 75/in. 30 25 700 gp
Steel 360 60/in. 25 20 500 gp
Stone, Hewn 6 ft. 2160 30/in. 20 15 200 gp
Stone, Unworked 2376 33/in. 20 12 100 gp
Wood 1 ft. 120 10/in. 5 20 20 gp No cost for ground floor. -10% costs in forest terrain.
Wood, Living 2 ft. 288 12/in. 0 15 200 gp Must be created using magic (wizard may cost extra).
  There is a great Calculate Freestanding Wall Costs Calculator on the TG.cc site.

Wall Augmentation

  Once a wall is built, the walls may be augmented for an additional cost. The costs below are for each 5-foot wide by 10-foot tall wall section that is augmented. The augmentation effect also applies to any doors, windows, or other accessways through that wall. You can choose not to augement such entryways, though their area still counts toward the augmentation's area of effect (i.e. a non-augmented doorway next to a wall with a poisonous fog veil will have a poisonous fog in its path).   Some magical augmentation is extremely powerful — so powerful that a DM may decide that the base costs are not enough. In such a situation, the DM may decide that a quest is required before the augmentation can be applied.   For example, before a wizard can begin to add a fog veil to a stronghold wall, they may need the party to retrieve an eversmoking bottle. Or, if the party wants a fiery wall, they may need to retrieve some rare spell components from the elemental plane of fire.  
Augmentation Cost per 5' Notes
Airtight 30 gp Prevents gases from passing through (but not over or around).
Ethereal Ward 100 gp Protects against ethereal intrusion.
Fiery 3,000 gp The wall is continually ablaze with magical fire.
Fireproof 25 gp The wall is impervious to fire.
Fog Veil 1,000 gp Conceals the wall with a veil of fog.
Fog Veil, Incendiary 2,500 gp Conceals the wall with a veil of hot gray fog that causes fire damage.
Fog Veil, Poisonous 2,000 gp Conceals the wall with a poisonous veil of green fog.
Fog Veil, Solid 1,000 gp Conceals the wall with a thick veil of fog that is difficult to move through.
Fog Veil, Stinking 2,000 gp Conceals the wall with a stinking veil of yellow fog.
Frostwall 400 gp A cold wall that causes frost damages to anyone passing through a broken portion.
Greased (Slippery) 5 gp This wall is slippery and difficult to climb.
Magic Warding 500 gp The wall has resistance to any damage caused by magic.
Magically Treated 50 gp The wall is granted a stronger damage threshold, making it harder to destroy.
Protection from Evil 800 gp This wall will provide warding against evil creatures, forcing them to make a Wisdom check or be turned.
Spiderclimb 50 gp This wall is extremely easy to climb.
Spiked Surface 30 gp The wall has sharp, jagged shards covering the face of the wall, making climbing dangerous.
Spiked Top 5 gp The wall is topped with sharp, jagged shards.
Tanglewood 90 gp This wood augmentation entangles invaders.
Thornwood 30 gp This wood augmentation causes damage to anyone that comes in contact with it's sharp thorns.
Topped with Razor Wire 10 gp The top of the wall is covered in a tangle of barbed wires.
Transparent 75 gp A transparent wall allows creatures to see through the wall to the other side.
Webbed 40 gp The walls are covered in a mass of thick, sticky webbing.
           
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