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[-] TacticsConsort@yiffit.net 36 points 7 months ago

I've never gotten to cast it (not yet anyway)

The biggest problem with casting Mighty Fortress is that you need a game to go to 17th level so you can learn Wish

Yes, I know it's an 8th level spell, but if you think that I'm coughing up a diamond for a temporary home you're out of your mind.

[-] CerealNommer@ttrpg.network 20 points 7 months ago

You can make it permanent if you cast it 53 times, and by the time you hit level 15, 500gp for a week of downtime with comfort and security is occasionally worth it. Our druid/cleric regularly casts greater restoration rather than wait for me to prepare remove curse the next morning.

[-] SolOrion@sh.itjust.works 9 points 7 months ago

Yeah, fair enough. Casting it enough to make it permanent would be 26,500gp. Which isn't a tiny amount in a general sense, but by level 15 it shouldn't be a major amount of gold honestly. I'd be more concerned with finding that many diamonds frankly.

[-] CerealNommer@ttrpg.network 6 points 7 months ago

Still better than the 50,000 gp construction cost and 400 days for a "Keep or small castle" using Building a Stronghold. Actual time spent on labor amounts to a minute per week for a high enough level wizard.

[-] beebarfbadger@lemmy.world 2 points 7 months ago

Next episode: The gang secure themselves a mine to gain a steady supply of blood diamonds.

[-] SolOrion@sh.itjust.works 2 points 7 months ago

Ten sessions later and the party has complete control of the diamond market. The Barbarian names their mine after his favorite thing, and that's how the My Beers Mining Company starts.

[-] beebarfbadger@lemmy.world 2 points 7 months ago

One session after that, they find out that the continental cartel has had decades to entrench their position on the market and can and will field all the manpower that dozens of diamond-producing national branches can field in order to regain control of one lost national mining branch. Two sessions later, the alchemist is the one who knocks.

[-] SolOrion@sh.itjust.works 2 points 7 months ago

I unironically wanna play this campaign now I'm not gonna lie.

[-] beebarfbadger@lemmy.world 1 points 7 months ago

I won't stop you :)

[-] Ulvain@sh.itjust.works 7 points 7 months ago

It would make a great homebrew item with a finite # of casts inside, though, as a key pre-boss prep staging...

[-] CerealNommer@ttrpg.network 5 points 7 months ago

You don't even need to homebrew. Spell scrolls exist. It's not unreasonable to think a spell scroll of mighty fortress would be stored away for safekeeping somewhere for a long time before the PCs find it. 👍🏻

[-] Shiggles@sh.itjust.works 21 points 7 months ago

The second image is strictly inferior though, enemies can make it to the base of the wall and are then much harder to hit/target. Ideally, you’d be able to make a six sided star fort to fit with the usual hexagonal grid, but that’s up to your dm.

[-] CerealNommer@ttrpg.network 5 points 7 months ago

Well, technically it doesn't say your connecting walls have to be straight, just 80 feet long. Not exactly sure how you're going to make them connect up into a hexagon or star out of "four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner", but if you've got a diagram I'd love to see it. 😆

[-] Shiggles@sh.itjust.works 5 points 7 months ago

You absolutely just have to say “hey DM don’t you agree it’s dumb this 8th level spell doesn’t let me use my existing hexagonal star fort model?”

[-] acockworkorange@mander.xyz 3 points 7 months ago

Any self respecting tactician would copy a 15th century actual proven in use fortress. If you are limited to four turrets, then the drawing on top is best.

[-] CerealNommer@ttrpg.network 1 points 6 months ago

But you'd have to go outside the walls to get to the turrets. And you're in a situation where you have someone who can cast 8th level spells. I'm not sure this advice is sound. 🤨

[-] acockworkorange@mander.xyz 1 points 6 months ago

I’d argue that’s a very pedantic interpretation. A fortress spell that casts a fundamentally flawed fortress doesn’t make sense.

[-] Luminocta@lemm.ee 12 points 7 months ago

May I ask what this is about?

[-] CerealNommer@ttrpg.network 15 points 7 months ago

The spell mighty fortress is very specific about the size and shape of the castle it makes, but not about where walls are connected. Both are 120' square areas with four 20' turrets connected by 80' walls, but the second one you get more interior space and can access your turrets without leaving the outer walls.

[-] Aegeus@ttrpg.network 7 points 7 months ago

Make this a level 15 ability for fighters and then emigrate so that the caster inquisition won‘t crucify you for doing it

[-] Aegeus@ttrpg.network 2 points 7 months ago

Has anyone read the Unearthed Arcana for bastions? Is it good?

[-] Aielman15@lemmy.world 7 points 7 months ago

I wrote my opinions here:

https://lemmy.world/comment/4184181

Long story short: i like the idea, but the execution leaves a lot to be desired, and it's basically unusable at this point. It's very unbalanced, some buildings are clearly more useful than others, and having one bastion for each player is overkill. It also requires the campaign to stick to a very specific time schedule (a few weeks per level) that I honestly find very difficult to fit in any of the pre-existing modules, and certainly not any of the homebrew campaigns I've played with my friends.

[-] Aegeus@ttrpg.network 2 points 7 months ago

Thanks for the feedback!

[-] ProfessorOwl_PhD@hexbear.net 3 points 7 months ago
this post was submitted on 21 Apr 2024
68 points (95.9% liked)

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