The Shenanigator Stronghold: Volsin Settlement in Cumae: The Orbis | World Anvil

The Shenanigator Stronghold: Volsin

The Shenanigator Stronghold was built on the site of an earlier keep that guarded the pass into the neighboring nation of Elinia and the Volsin mine, and keeping watch over the nearby communities of Nockling Barrows, Thistle Hill and Stillwater, as well as providing a nearby militia presence for the barony of Henskeller which has no keep of its own. A small and unsuccessful rebellion in the region in the mid 11500's resulted in the destruction of that keep by Imperial troops and the dissolution of the barony, with the lands being absorbed into the neighboring baronies of Henskeller and Celetheon. A special edict by Duke Gerom of Elkur recreated the area and the barony on its old borders, on the condition that the Baron Council (Popularly known as 'the Shenanigators') rebuild the keep and bring peace and prosperity back to the region, which had been troubled by high crime and low employment for decades.   The Barons contracted with some of the best subcontractors in Gulcrest to design a new structure that honored the old one and incorporated what few building elements remained, such as the stone stairways and the remains of a tower as well as large piles of black firebrick left on the site. It now consists of a strongghold complex which only superficially resembles the old fortress, with a larger interior space and much larger footprint, but lower overall elevation, at least currently; it was designed with significantly overbuilt foundations and roof structure to allow for expansion upward and outward as the Barons' fortunes increased.   The Stronghold consists of a 'tapped square' design placing the main entrance in a well-defended corner with a short 'airlock' entrance with a fire trap between two class-c portcullises; this protrudes about 30' from the otherwise polygonal/rectangular outer wall. In addition to the two entrance towers, 11 additional defensive towers are spaced around the outer wall which is solid at ground level and approximately 11' thick at the base. Six of these towers are in midwall placements, 3 at the other 3 corners of the building, and two full scale guard station houses are placed at the north and south ends of the structure; the one in the south is also a courthouse, garrison and prison. Inside the walls, the southern end of the complex consists of a number of civilian buildings, notably the Rogue Trap drinking establishment, a large smithy, a chapel of Typhoneth, and a bank branch of the Imperial treasury, as well as a number of apartments for rent, a warehouse and a tax and excise office. The larger northern end of the complex contains Zurian's Grove, the Keep, and Camilla's Tower. An infantry unit, two units of archers and 15 long-bore cannon guard the stronghold from the walls and towers, and several units are currently in the field along the border with Elinia due to encroaching Drow Harmonium troops. All of the additional military units are encamped on the outside of the complex along its eastern wall, with woods to the north and west, and a short path to the river road, connecting Volsin to Henskeller and Celetheon, leading south from the Stronghold entrance.   The ground floor of the keep consists of working offices and reception areas as well as the Grand Hall. A large kitchen services the multiple dining and conference areas, and the cozy trophy lounge. Stables are built into the keep structure on the east side of the building, and guestrooms on the first floor are situated across from the conference and dining rooms in the west wing.   The second floor contains numerous bedrooms and library rooms, lavishly apportioned bathing rooms and a lovely sunroom conservatory, as well as a smaller kitchen. Walkways with marble railings provide views into the Grand Hall from the second floor.   The Stronghold undercroft contains additional living spaces, a number of research rooms and testing chambers, and multiple lead-lined, well-protected vaults for coin, magical items and other treasure.

Defences

The Stronghold is protected by a dense, 10'10" solid wall at ground level, perforated in regular intervals by blockhouses with stone walls nearly 4' thick and backplated in steel armor plates. The second story of this wall (30 - 50') contains a passageway connecting all the blockhouses as well as the prison and main garrison building in the central south wall.   The Stronghold entrance passes between two thick guard tower blocks reinforced with iron bars, with two sets of 15-ton counterbalanced portcullis drops on either side of a 10x10 Pilaani fire trap in the middle of the entrance path, which can be used to incinerate any living thing trapped in the enclosed space between the two portcullis drops.
  • 2 units of Archers, 1 unit of Cannon Artillery and 1 unit of Medium Infantry are deployed on the stronghold walls and guard towers.
  • Many units were deployed to the border of Elinia, occupied by a large force of Drow Harmonium (6-10 units of unknown composition)

Stronghold military units

  + mass combat stats   3x100 Regular Longbow Archers:
  • HP 20
  • AC 12
  • 2 x ranged attack: +6 to hit
  • 150'/600' range
  • 6 normal piercing x 20 rounds
  • Morale 8
  • Adv vs Cavalry
  3x100 Regular Medium Infantry:
  • HP 25
  • AC 15
  • 2 x melee attack: +4 to hit
  • 5' range
  • 6 normal slashing
  • Morale 8
  • Adv vs Archers
  1x100 Regular Heavy Crossbow
  • HP 20
  • AC 18
  • 1 x ranged attack: +6 to hit
  • 100'/400' range
  • 8 normal piercing x 20 rounds
  • Morale 8
  • Adv vs Cavalry
  1x100 Regular Scout Charioteers
  • HP 20
  • AC 14
  • 2 x ranged attack: +6 to hit -or- 2 x melee attack: +4 to hit
  • 100'/400' range
  • 6 normal piercing x 20 rounds -or- 6 normal slashing
  • Morale 6
  • Adv vs Infantry
  1x100 Veteran Heavy Cavalry
  • HP 45
  • AC 18
  • 2 x ranged attack: +8 to hit -or- 2 x melee attack: +7 to hit
  • 100'/400' range
  • 8 normal piercing x 20 rounds -or- 9 magical slashing (+1 longsword)
  • Morale 11
  • Adv vs Infantry
  1x50 Regular Battlemages
  • HP 30
  • AC 15
  • 1 x ranged attack: + 8 to hit or 1 x melee attack: +8 to hit
  • 90'/120' range
  • 12 magical (acid, cold, lightning, or force)
  • Morale 9
  • instead of attack: Increase damage caused by friendly units within 60' by +2 (buffmode)
  • Instead of attack: Reduce deaths of friendly units within 60' by 50% (healmode)
1x50 Regular Griffoneers
  • HP 30
  • AC 16
  • Move/Fly 40'/dash 80'
  • 3 x melee attack: +8 to hit (Rider + mount)
  • 90'/120' range
  • 8 normal slashing -or- 8 normal piercing
  • Morale 8
2x15 Veteran Cannon Artillery
  • HP 50
  • AC 12
  • Move 15'
  • 1 ranged attack per 2 rounds: +2 to hit
  • 400'/1200' range
  • 80 normal bludgeoning
  • Morale 5

Industry & Trade

Volsin Stronghold is the central point uniting the commerce and tax revenues of the barony. Tax income is assessed on banking transactions and purchases over 1gp in Volsin, Nockling Barrows and (eventually) Thistle Hill and New Fulgur. A tenth of the value of all perishable crops, organic textiles, foodstuffs such as cheese and wine and artisan-crafted goods are assessed to the merchant/maker (and usually passed on to the buyer), and fifteen percent of the value of ore, timber, fish or other raw materials is owed by the company that produces them, assessed quarterly.   Currently the operating expenses of the Stronghold including wages, meals, transportation and feed, repairs and upkeep, weapons and armor replenishment and other like expenses comes to 23,300gp per month, offset by revenues that may lag or exceed that amount by up to 10%:   1d6 1=short by 10% 2=short by 5% 3-4=on budget 5=5% additional revenues 6=10% additional revenues

Assets

The stronghold treasuries are built to withstand a concerted and significant penetration threat, with lethal failsafe security measures in the event of a detected breach. the vaults are built with multiple layers of thick, hard stone and steel cladding, layered on the exterior and in the core with an inch-thick layer of lead to prevent scrying, teleportation magic, and other nonsense.   Many of the magical items are in use by the Barons and their companions, and this tally is not to be considered exhaustive, but it does identify some of the highlights:  

Magical Items

 
  • Orb of time: This small round device of magical origin and gnomic design inerringly indicates the time of day and the weather conditions at the surface of whatever world or plane the user happens to be on.
  • Monocle of Darkvision, 60'
  • Ring of the Ram
  • +2 (Carpocratian) Rod of the Pact keeper
  • Sandals of Slipperiness
  • 3x potions of universal solvent
  • 2 x scrolls of animal summoning (giant venomous -or- giant constrictor)
  • Potion of Longevity
  • Amulet of Night Vision
  • Sandals of Slipping - ignore difficult terrain
  • +3 divine spell focus
  • Arsinoe's crown (immune to undead turning/control/destroy effects; opportunity attacks against you are made with disadvantage)
  • The Clone Cipher - reading a page creates a clone

Weapons

  • +1 Glaive
  • +1 greatsword
  • +1 Short Bow
  • +2 Morningstar
  • Javelin of Lightning
  • Longsword of Life Stealing
  • 7 x normal scimitars
  • 2 x +1 whip
  • +2 "Thunder Mace" (1d6+2, Thunderwave 3x/day)
  • +1 White Dagger of Ycebiel (insta kill on a double 20s when rolling with advantage
  • 2 x maces
  • 2 x 2-handed axes

Armor

  • 3 x suits studded leather armor
  • +1 Ring Mail
  • +2 Studded Leather
  • 13 sets of gnome-sized scale mail (50gp each, 650gp)
  • Cloak of Protection +1
  • Padded Armor of Smoldering
  • Ring of Protection +1
  • +1 Chain Mail
  • +2 Maul
  • +1 Adamantine Scale Mail with helmet
  • Shield of Expression (change expression as a bonus action. Magical but no bonus)
  • 4 x kite shields
 

Mundane artwork, jewelry and other valuables

 
  • Brass Spyglass (800gp)
  • Serpent-motif green gem-studded necklace (650gp)
  • Jade inlaid enamel mirror (40gp)
  • Silver punchbowl (300gp)
  • Priest's Pack
  • Holy Symbols: Ycebiel, Tarshiviel, Phanuel, Astionel
  • Celestii Magni Prayer Book
  • 5 x bricks of incense
  • 3 x Priestly Vestments (Celestii)
  • 6 x Ophitic Vestments
  • Bag of emeralds (300gp)
  • 2 x Ophitic Holy Texts (Progress of the Serpent)
  • Ophitic Tapestry (The City Constricted)
  • Ophitic Bread (stale)
  • Ivory Boomerang (decorative, 200gp)
  • 4 x Barrels of Nitre (425gp each/1,700gp)
Special Bonuses for player characters who are living in the stronghold, while inside Volsin Barony:
  • Local birds in the barony can speak Common to the Barons and their allies. They will try to find and warn Zurian or one of the other Barons if suspicious strangers enter the Barony. He may also cast bones, and get a general sense of future outcomes, as a ritual (10 minute casting) anywhere in the Barony. Crows will come to his aid if he is in trouble and they are aware of it.
  • Enemies have disadvantage on attack rolls, saving throws, and ability checks during a thunderstorm - which Grims may summon 1/day as a full-round action when anywhere inside the Barony. The thunderstorm lasts for 1D6x10 minutes.
  • Water throughout the Barony is pure and free of disease carriers due to the blessings of Nauthiia through Camilla. As an action she can summon a Water Weird to fight for her, either from any standing water or from the ground anywhere in the Barony, where water will appear from which it forms. It lasts until she dispels it as a bonus action or she summons another one. As a lark she can make fish or a giant tentacle appear in the river as part of her prestidigitation spell.
  • Colvin has advantage on firearm attacks as well as gunsmithing-related tinkerer's tool checks inside the barony. He pays half the normal price for ammo and crafts it at 1/4 cost inside the barony.
  • La'Thena and Riella have advantage on all DEX-related ability checks (Acrobatics, Slight of Hand and Stealth) and DEX saves against spells or non-magical effects (traps, etc).
On initiative count 20: Lair effects inside your part of the stronghold:
  • Camilla:(Tower) Cast Eldritch Blast an additional time at the target of your choice within range.
  • Colvin: (Keep) Gain an extra 15' of movement without provoking an opportunity attack, and reload one weapon with the loading property
  • Grims: (Keep) Gain an extra 15' of movement without provoking an opportunity attack and regain one 1st level spell slot if any have been used. In a thunderstorm, you may force any flying creature to land if it fails a CON save against your DC. It can't resume flying until its turn in the initiative.
  • La'Thena, Riella: (The Rogue Trap) Gain an extra 15' of movement without provoking an opportunity attack and if this breaks line of sight, get a free use of the hide action to make a stealth roll.
  • Zurian: (Grove) You cast banishment on an enemy without using a spell slot, sending them to Arcadia on a failed save.
Alternative Name(s)
Volsin Stronghold
Type
Military, Base
Population
74
Shenanigator Stronghold - Ground Floor
Map of the Stronghold Ground Floor circa Niphonel's Month, 12090. Click the layer to see the second floor instead of the first.

Comments

Please Login in order to comment!