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Real
Castles and Dungeons
I've
taken a few trips to the UK and (recently)
Ireland, and one common element to each
trip was exploring real castles -- some ruined,
some not. It's wonderful and fun, but from a
D&D perspective, a little disheartening.
See, real castles and dungeons aren't at all
like those that we draw on our sheets of graph
paper, with 10-foot squares.
In
a typical medieval castle, the great hall would
be around 20 feet wide and maybe 30 feet long
(and that's big). But that's just two squares
by three on our sheet of graph paper. A medium-sized
room at best, right? And there's not a 10-foot-wide
corridor to be found in the whole place.
But,
you need to take liberties with reality when
dealing with fantasy. Real dungeons were basically
holes in the floor that led down to a smelly
pit. Not much fun to explore that.
Here
are a few useful tidbits and ideas from my experience
in real castles that you might find useful when
designing your own adventure locales:
Low
Doorways: Doorways in castles and fortresses
were intentionally constructed small, so that
you had to bow your head as you walked into
a room, without a weapon raised. This gave the
defenders in the room the advantage. In such
a situation, with a narrow door, the DM could
give the creatures inside the room a +2 circumstance
bonus to their initiative rolls.
Defender-Favoring
Stairwells: Like the doors, the spiral stairs
ubiquitous in castles were always made so that
the defender at the top of the stairs could
more easily use his weapon than the attacker
who was fighting upward. In such a fight, give
the person lower on stairs a -2 circumstance
penalty to attack rolls.
Trick
Stairs: Castle builders intentionally made
stairs uneven and difficult to climb. They called
them trick stairs. The defenders got used to
it -- the attackers, having never used the stairs
before, were at a disadvantage. In a castle
with trick stairs, force any newcomer to make
a balance check to use the stairs at any speed
above half his normal speed. If the climber
is moving anywhere from half to his normal speed,
the DC is 15. If above their normal speed (double
moving or running), the DC is 20. Failure means
the attacker falls prone on the stairs, ending
his move right there.
Wood:
As a general rule, we sometimes think that castles
and dungeons should be all stone. We forget
about the uses of wood. Wooden floors and roofs,
platforms, and walls should be common. Often,
only the outer walls of a tower or even a keep
were stone. The rest were wood, built into stone
supports jutting from the walls. In your fantasy
game, you could even have a dungeon with wooden
floors, hiding a crawlspace underneath (for
some reason). A castle or dungeon might have
a large room partitioned with wooden panels
to make it into smaller rooms. These panels
could be painted or carved, and sometimes could
be moved around without too much trouble. A
high room might have a wooden platform, reached
by wooden steps or a ladder, to create a balcony
or loft.
Whitewash/Plaster/Paint:
Images of bare stone walls in castles are
almost always wrong. They were usually whitewashed,
not only to brighten them up, but because the
whitewash helped get rid of mold, mildew and
even (although they didn't understand it at
the time) bacteria. Sometimes, a thicker plaster
was used to create smooth walls over the rough
stone. And what bare stone there was, such as
in carvings and even figures, was commonly painted.
Castles and occupied dungeons don't have to
be as gray and dreary as we think. Adventurers
exploring a ruined castle might find it in chipped
and faded paint and plaster as a sign of its
former glory.
Murder
Holes/Machicolations: We probably don't
use this technique enough in our adventures.
In history, defenders really favored the tactic
of dropping things -- from boiling oil to human
waste -- on their foes, through holes in the
ceiling (murder holes) or special fortified
holes in the battlements of the castle's outer
wall (machicolations). Treat dropped liquids
as grenadelike missiles in that they inflict
most of their damage in a 5-by-5-foot area,
by also splash nearby areas. A large pot of
boiling oil inflicts 2d6 points of damage, and
1d3 points of splash damage. A murder hole or
machicolation can attack only one specific area
with dropped weapons, however (the one that
they are directly above).
Part
2 of this article deals with real
caves and caverns.
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