Housing Guide: Walls

* Return to the Grand Designs: Luskan Edition page.

Walls are a part of any stronghold, although you can choose wooden walls in aboveground structures or hewn stone walls below ground at no extra cost. In general, you pick both an interior wall type and an exterior wall type, and pay for each proportionately. Figure out what percentage of interior walls and exterior walls you have according to the following table. Floors and ceilings count as interior walls.

A wall must be a minimum of 2 feet wide to mount an allure/parapet/walkway.

You can pick more than one material for your walls by simply noting both and adding the material costs together. This method is good for two things: extra thick walls (pick the same thing twice), and composites (a layer of iron over hewn stone).

Modify your interior walls cost by the following percentages based on the size of your building. Strongholds are assumed to have wooden interior walls for free as base cost. This table exists to show you how to discount the above table to upgrade interior walls, for instance, making jail cell walls mithral.

 6-10
 11-20
 21-45
 46-120
 121-450
 451+

## Freestanding Walls

These typically function as the exterior protective wall around your stronghold, like the curtain walls of a castle. You can purchase any freestanding wall in multiple units. The wall sections are assumed to be 10 feet tall and 10 feet wide each. If you want to build freestanding walls higher than 10 feet, you must add an extra layer of thickness to each lower 10-foot layer on the stack.

Freestanding walls are 1/10th the cost and double the thickness of exterior walls in the table above.

## Spellcasting Shortcuts

Certain spells make construction a lot cheaper. To benefit from this reduction, you must either cast the denoted spells yourself, or you can recruit a spellcasting ally. You may need to spend additional DTP depending on the size of area or material the spell affects, in relation to your limited spell slots.

 Living Wood / Wood
 Stone, Hewn
 Stone, Hewn
(Makes fashioning the stone easier, but still requires materials.)

## Wall Augmentations

Cost is denoted as per stronghold space, or per 800 ft of freestanding walls.

### Airtight

**Price:** 7,500 gp

Assuming it can hold air and be sealed, the stronghold space becomes airtight. This means that it is impervious to gasses that originated outside of the space.

This augmentation is usually necessary for strongholds that sail beneath the surface of water or beyond the limits of the atmosphere. In that case, you need only apply this augmentation to any stronghold spaces that make up the stronghold’s exterior (though it may be wise to apply it to all spaces in case of a breach).

### Bladed

**Price:** 33,000 gp

When creating this augmentation, choose one face of the wall. Whirling blades cover the chosen side of the wall. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a DC 19 Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. In addition, the height of the wall becomes difficult terrain.

### Elemental Protection

**Price:** 7,500 gp / 15,000 gp

This magic augmentation causes the wall to absorb the first 60 points of damage from a specific energy type (as per the *absorb elements* spell ) per day. If all 60 points of protection are expended, they return 24 hours later, if the wall is still intact. The improved version of this augmentation doubles the protection.

### Ethereally Solid

**Price:** 12,000 gp

The Ethereal Plane is mostly an insubstantial mirror of the Material Plane, but some solids exist there that have no reality on the Material Plane. If a sufficiently large ethereal solid coexists with the part of the plane where your stronghold stands, ethereal intruders can’t sneak inside (any more than they could pass through a huge rock on the Material Plane).

### Fiery

**Price:** 14,000 gp

A blazing curtain of magic fire covers one side of the wall, emanating heat in that direction out to a distance of 10 ft. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature takes 5d8 fire damage. Any 5-foot-by-5-foot section of wall that takes 20 or more points of cold damage in 1 round is extinguished for 24 hours.

### Fog Veil

**Price:** 3,000 gp

When creating this augmentation, choose one face of the wall. A 10-foot-thick cloud of mist extends out from this side of the wall. The area within the veil is heavily obscured. A wind of moderate or greater speed (at least 10 miles per hour) disperses it. However, once the winds die down, the fog returns within 1d4 rounds.

### Fog Veil, Killing

**Price:** 22,500 gp

This augmentation works like fog veil, except that the fog is sickly green and poisonous. When a creature enters the walls's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

### Fog Veil, Solid

**Price:** 14,000 gp

This augmentation works like fog veil, but the thick fog counts as difficult terrain. Only a severe wind (31+ mph) can disperse this fog, and it does so in 1 round. Once the winds die down, however, the fog returns within 1d4 rounds.

### Fog Veil, Stinking

**Price:** 7,500 gp

This augmentation works like fog veil, except that any creature in the stinking fog veil must make a Constitution save (DC 14) at the start of it’s turn or when it enters the veil for the first time on a turn, otherwise the creature spends its action and movement that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw, as do undead.

### Frostwall

**Price:** 7,000 gp

A wall with this augmentation appears normal, though it is cold to the touch If the wall is shattered or broken, anyone passing through the plane where the wall existed suffers damage as if it were a wall of ice (5d6 points of cold damage). This effect lingers for 24hrs.

### Incendiary Veil

**Price:** 60,000 gp

This augmentation works like fog veil, except that a 10-foot-thick cloud of burning smoke extends out from the chosen side. Any creature in the incendiary veil must make a dexterity save (DC 14) at the start of it’s turn or when it enters the veil for the first time on a turn or suffer 10d8 fire damage as per the *incendiary cloud* spell, half damage on a successful save.

### Magic Warding

**Price:** 22,500 gp

When creating this augmentation, choose one face of the wall. Anyone within 5 feet of the chosen side of the wall (including those standing atop the wall) gains magic resistance, including resistance to damage from magical effects against any spells cast from the other side of the wall.

### Prismatic Screen

**Price:** 60,000 gp

When creating this augmentation, choose one face of the wall. A prismatic wall covers the chosen side. It can be destroyed by the same laborious process as a prismatic wall; however, note that any layer destroyed automatically reforms 24 hours later. The owner of the stronghold bearing the prismatic screen and any creatures they designate are immune to its effects.

### Slick

**Price:** 1,500 gp

The wall counts as difficult terrain when climbing, even if the creature scaling it has an innate climb speed or specialised tools. When creating this augmentation, you may choose for it to affect only one side of a wall.

### Spiderwalk

**Price:** 1,500 gp

Anyone scaling this wall can climb as if under the effect of a *spider climb* spell. When creating this augmentation, you may choose for it to affect only one side of a wall. For instance, you might place it on the inner side of a freestanding wall to ignore the need for stairwells or ladders to reach the top of a defensive placement.

### Tanglewood

**Price:** 2,500 gp

This augmentation can only be added to walls of wood or living wood. The wall animates and entangles (as per *entangle* spell, DC 14) anyone approaching within 5 feet of the outside of a tanglewood wall.

### Thornwood

**Price:** 15,000 gp

This augmentation can only be added to walls of wood or living wood. Creatures who attempt to climb or are forced into thornwood suffer damage as if it were a wall of thorns. This augmentation does not allow creatures to force their way through the wall (unlike wall of thorns). Magical fire burns away the thornwood augmentation, though it naturally grows back in 24 hours.

### Transparent

**Price:** 3,000 gp

This augmentation makes the wall transparent (though not actually invisible). Viewers on either side of the wall can see through it as if it were a window. This does not affect any other properties of the wall, nor does it affect anything hanging from the wall or painted, drawn, or scribed onto it.

### Webbed

**Price:** 3,000 gp

When creating this augmentation, choose one face of the wall. This face is coated in a thick web (as the spell *web*, DC 14). Any damaged or burned section of webs automatically reforms 24 hours later.

### Windguard

**Price:** 3,000 gp

When creating this augmentation, choose one face of the wall. A wind wall protects that side of the wall. You can choose to include the first 10 feet above a wall of stronghold space in the augmentation (for instance, to protect your wall-mounted guards from arrows). Remember that the windguard works against objects going in either direction.