Avoron |
Let's imagine ourselves as a 20th level arcanist. Think big. Our fortress has to be on the material plane, so how about this:
1. Before you begin, cast possession to enter the body of a simulacrum with an absurdly high strength score, then cast mind blank, life bubble, and fiery body.
2. Cast greater teleport to go to a random location in the outer core of Golarion.
3. Cast time stop.
4. Polymorph a 10 foot radius sphere of material there into a tiny speck with polymorph any object. Time stop will prevent your bubble from collapsing.
5. In the center of the sphere, cast prismatic sphere, blood money, permanency, and shades to duplicate greater restoration.
6. Time to ward the area: Cast sequester on your prismatic sphere. Using blood money and permanency, cast teleport trap so that anything except you teleporting into the area is redirected outside of the sphere. Using blood money, cast hallow on the area, attaching a dispel magic, dispelling any effects and counterspelling any spells unless cast by someone sharing your exact faith and alignment. Cast shades to duplicate greater restoration.
7. If you want more space than this, just repeat this process as many times as you want and link them all with teleportation circles. Or expand on the process to make one large cube of prismatic walls.
Is that impregnable enough for you?
Dave Justus |
5 people marked this as a favorite. |
I would build a simple castle, have it be a little run down.
Outside I would put a sign that said "Castle of Terror: A Level 1 Adventure." And I would hire a few CR 4 or 5 guards for it.
Any high level group of murderhobos won't bother with my castle, because they aren't going to waste their time on a level 1 adventure, and my guards should make short work of low level groups.
Thus, my castle is impregnable.
Claxon |
Permanent demiplane with the dead magic quality. Now you can't use magic to get in or out.
Inside you have a nice fortress composed of stone walls and such (whatever you like) with lots of golems roaming around to protect it. Preferably adamantine golems.
Whatever you do as far as magical construction should work fine so long as the last thing you do is make it dead magic.
If it really must be on the material plane, get access to burrow and go deep underground and start mining. Mine out your base. Caste teleport trap/forbiddance.
Avoron |
4. Doesn't work; reverse gravity does nothing about pressure. The pressure from the surrounding core material is of course incredible.
Where did steps 5, 6 & 8 go BTW?
Fair enough, I was thinking about it in a weird way, but you're right that the pressure from the simple quantity of material present can easily overcome the weight forces involved, no matter which way their pushing.
I'll edit it to be a time stop. Things don't fall or get pushed by pressure in a time stop, right? And there's no problem with polymorphing unattended material or creating a prismatic sphere. You only need to maintain a bubble for a few moments, because once the sphere's up it will maintain itself.
Oh, and I don't think you actually need to be incorporeal, since Earth-like outer cores are fluid and life bubble protects you from the pressure. Although fiery body might be nice to avoid being burnt to a crisp.
The numbers were off because I had combined several steps together. As you can see, some of them are a bit... complex.
Oxylepy |
For a lich's phylactery storage we use a stone or metal which does not decay in water to form a room of whatever dimmensions they desire. Put the phylactery in it with an assortment of necessary gear they may want when reformed (clothes are a must). Then we drop it in the ocean with the lich in it. They teleport to a known location, being very familiar with their phylactery room. They can teleport back in or out as necessary.
I also have rules established to be reformed with magical effects (slotless permanency added to the phylactery (as per standard rules)). If they reach a high enough level then means of preventing scrying are a must.
An impregnable fortress would have the same concept, completely sealed at a place that is very remote (built into the bedrock or dropped in the ocean, etc). The only means in is teleportation and familiarity.
If you don't want to spend forever digging a giant hole in rock or using magic, you can also just build a panic room. Place between walls in a house that is completely structurally sealed except through the only entrance. Works well in naturally built cities (like Rome, where things were built as needed and thus it was a giant mess)
avr |
A secret panic room underground isn't a bad idea, but I'd rather beat teleportation in by keeping moving; there's no way of beating that with a save vs teleport trap. Keeping moving means that old info (say from a dissatisfied servant) is useless to teleport to. Also you don't need to allow possession + blood money into the game. A ship in other words, maybe linked somewhere via a teleportation circle for resupply and/or rulership. The teleportation circle is an obvious point of assault, you may want a secondary fortress over the other end.
Patrols of planar bound aether elementals over the horizon should help you keep clear of everyone without being seen. If your enemies get close anyway, other planar bound creatures attack. Makesure you have defenders suitable for aerial and underwater fighting, unless you have a way of making the ship fly.
Oxylepy |
Planar Helm from Storm Wrack, toss a mage's magnificent mansion into the crew's quarters in sets (so each has a room) and create a permanent demiplane in the hold. Now you have an Elven Wingship (or in my games a Clipper which is faster) which is between a small castle to an entire kingdom. Everyone remains fed and happy.
Oxylepy |
Go faster, not bigger. Lots of magical spaces can be crammed behind doors, and those doors could otherwise be on the hull of the ship, or just fill the hold with a door or more in every 5 foot space
Actually, the smaller you can make the ship, the more places you can hide it, like in rivers. Heck, if it's pretty small you can even keep a wheel assembly on board for it, then haul it onto shore, pull some horses out of one of your magical spaces and have it become an extremely large cart.
Nodrog |
Hire competent guards, and give them something that protects against charm spells. Pay them well, good benefits like: vacation, rings of regeneration, access to a good cleric for health care and religious needs.
A couple of adamantine golems that have erratic patrol paths.
Make all adventures/guests check all: weapons, rods, wands, staves, component bags with the quartermaster.
Any ventilation system must be made so gnomes and halflings won't fit. Teleportation traps, that auto teleport anything ant sized or bigger outside. To keep out pesky familiars and bonded animals.
, |
So... first off no fortress is designed to be 'impregnable'.
The more people built up/out/etc... other people developed machines/techniques to crack said works.
Fortresses were meant to work as 'Force multipliers'. Wherein a small amount of people could effectively stop and hold up an advancing army while the countries defenders got their own army gathered, organized and ready to mean said invaders in the field.
So.. for something which, I am guessing, is supposed to resist the attentions of things like Dragons, Giants and other engines of destruction you can, at least, look to real world designs to see how they evolved to face the changes from manually driven siege equipment to the travails of more modern stuff such as cannons and air craft (Though, really... no modern fortresses really hold up well to aircraft. :( )
Hence, you might end up with something looking like This
While defended by something like This
Just armed with large versions of This inside.
Hope those links prove inspirational.
(^_^)
Avoron |
A secret panic room underground isn't a bad idea, but I'd rather beat teleportation in by keeping moving; there's no way of beating that with a save vs teleport trap. Keeping moving means that old info (say from a dissatisfied servant) is useless to teleport to. Also you don't need to allow possession + blood money into the game. A ship in other words, maybe linked somewhere via a teleportation circle for resupply and/or rulership. The teleportation circle is an obvious point of assault, you may want a secondary fortress over the other end.
Patrols of planar bound aether elementals over the horizon should help you keep clear of everyone without being seen. If your enemies get close anyway, other planar bound creatures attack. Makesure you have defenders suitable for aerial and underwater fighting, unless you have a way of making the ship fly.
What? Why on earth would you be worried about someone teleporting into your prismatic bunker? The teleport trap is irrelevant, it simply can't be done. We're talking about a 10 foot radius sphere buried in a random location in the planet's core, a sphere that is completely immune to divination and blocks out all spells and effects. Nobody has any way of gaining information about it or anything in it, so there is no way to teleport to it. But if you're honestly worried about teleportation, just go into paranoid arcanist mode. Fill the whole area with a dimensional lock, a wish-duplicated forbiddance, and a hallow-attached dimensional anchor, then just protect yourself when teleporting in with greater spell immunity and/or aroden's spellbane. It will be even more impossible for anything to get in.
Ships, meanwhile, are ridiculously easy to teleport to. Cast a divination spells to find the ship and locate it, then teleport there. Just as simple as any other location on the face of the earth, really. And if for some reason they can't teleport, your enemies can just go right up to your ship and destroy it. Aether elemental patrols aren't going to stop anything - from more than 60 feet away, there completely useless at noticing anything a high-level doesn't want to be noticed, and within 60 feet they're a mild inconvenience. Enemies can travel in a concealed form straight up to the boat and attack, at which point you begin relying on "planar bound creatures" to defend you. That's not an impregnable fortress, that's a bunch of creatures traveling through the ocean waiting to fight something.
Finally, possession and blood money are completely unnecessary for a prismatic bunker. All you'd want them for is a permanent prismatic sphere, and you are extremely wealthy in whatever form you prefer. Just pay for the material components. Or don't, because you're a full spellcaster, and you can still cheat by having your solar do it for you with its free permanency SLA and a scroll of prismatic sphere that only costs a couple thousand gp to make.
Now when you say 'on Golarion', do you mean 'on the planet' or 'on that plane'? Because there are some fun things you can do with asteroids.
Nice thought. How about putting the aforementioned prismatic bunker in a gravity sphere right next to a black hole?
Avoron |
Find a nice blue police box.
Turn the inside into an extra dimensional space.
Load up on sonic bases attack spells.
Use Leadership to find a sassy, yet clever female cohort.
Use teleportation to randomly move the entire thing around Golarion.
Don't forget the colony of great wyrm time dragons hiding in the engine room!
Speaking of which, time travel from great wyrm time dragon simulacrums would help out a lot with building an impregnable fortress. So instead of "bunker by a black hole," should we go with "bunker at the start of the universe" or "bunker at the end of the universe"? Anyone know anything interesting about Golarion cosmology?
Daelen |
Befriend a dragon or three. White if you're evil, Silver if you're good. Hire them to guard your fortress in the Crown of the World. For the fortress itself, setup teleportation circles from a safe location only you know about into your fortress so you don't have to traverse the cold desert to get there. The fortress itself is under a permanent Endure Elements spell (via magic item). Walls and doors made of Adamantine or Living Steel. In between the outer wall and inner wall have a foot of lead throughout the entire fortress. Since your guard(s) are dragons, find magic means to float the entire fortress in the sky so regular ground forces can't attack your fortress directly.
Lorewalker |
Miles of forbiddance. In all directions, alternating LG and CE. Key the spells to include entrance to only your men and yourself.
Lincoln Hills |
I'll add a cautionary note: while fun as a thought experiment, you generally shouldn't build anyplace in your campaign world meant to be 'impregnable', because your campaign is about the PCs visiting places. Having the Invisible Council's sanctum migrating between the interiors of various frog eggs across Golarion, or locked in the dreams of a baby sealed in temporal stasis, or whatever, is only going to seem designed to frustrate the PCs unless there's a way in. (No matter how difficult or esoteric.)
Based on a surprisingly terrifying adversary in one of the Jasper Fforde books, I'll throw in the notion of the only exit having a linked modify memory effect, which deletes any visitors' knowledge of how they got in. This allows you to bring visitors to your Impregnable Fortress (TM) without having to do various impolite things for the sake of security.
avr |
What? Why on earth would you be worried about someone teleporting into your prismatic bunker? The teleport trap is irrelevant, it simply can't be done. We're talking about a 10 foot radius sphere buried in a random location in the planet's core, a sphere that is completely immune to divination and blocks out all spells and effects. Nobody has any way of gaining information about it or anything in it, so there is no way to teleport to it. But if you're honestly worried about teleportation, just go into paranoid arcanist mode. Fill the whole area with a dimensional lock, a wish-duplicated forbiddance, and a hallow-attached dimensional anchor, then just protect yourself when teleporting in with greater spell immunity and/or aroden's spellbane. It will be even more impossible for anything to get in.
You're forgetting that the OP specified a fortress which keeps minions of various kinds. Which presumably leave occasionally. Enemies get the info to teleport there from them. Getting the minions in or out sounds like a pain with your setup too.
Meanwhile, the aether elemental patrols aren't there to find or stop high level enemies, they're to find ordinary fishermen or whatever and come back with a warning so you can steer the ship or flying fortress away from them. And with the new rules in Ultimate Intrigue (I wish they'd admit it is a change, but it's a 'clarification') scrying doesn't work for teleportation info. So long as you keep moving your minions can't provide info for teleportation.
Tiny Coffee Golem |
KC Wahl wrote:Find a nice blue police box.
Turn the inside into an extra dimensional space.
Load up on sonic bases attack spells.
Use Leadership to find a sassy, yet clever female cohort.
Use teleportation to randomly move the entire thing around Golarion.Don't forget the colony of great wyrm time dragons hiding in the engine room!
Speaking of which, time travel from great wyrm time dragon simulacrums would help out a lot with building an impregnable fortress. So instead of "bunker by a black hole," should we go with "bunker at the start of the universe" or "bunker at the end of the universe"? Anyone know anything interesting about Golarion cosmology?
You can park it next to the restaurant at the end of the universe.
Tiny Coffee Golem |
I think any fortress Is going to have room(s) that are more impregnable than others. The prismatic sphere room or the room closet that's actually a demiplane, etc. I guess the point is to make it difficult for armies to siege it and inconvenient for anyone else.
Flying covers a lot of it. Moving moreso.
Cloud Castle of the Storm King is probably one's best bet for a baseline fortress.
Charon's Little Helper |
1. Line all of the walls with lead to prevent divination. (besides a small room behind a lead door which you use when casting divination spells of your own)
2. Build it deep underground so that any failed teleportation attempts will take substantial damage. Also prevents foes from flying past defenses.
3. Have no normal entrances to the surface.
4. If you want minions etc. to have access to the surface (rather than being an undead lich stronghold) have a permanent circle of teleportation to the slum of a major city. Have a permanent circle of teleportation back into your stronghold, but have it teleport to a spot which is filled with lava 99% of the time, but is safe for perhaps 30min every day or two. (make sure to give all of your minions awesome watches) During that 30min have all sorts of nastiness on contingency & guards to attack etc. if anyone but your minions appears.
5. Have various illusion and/or stone shape spells up which make significant changes to the appearance of your stronghold consistently so that your minions can't properly describe it if they're captured/interrogated/dominated.
Avoron |
You're forgetting that the OP specified a fortress which keeps minions of various kinds. Which presumably leave occasionally. Enemies get the info to teleport there from them. Getting the minions in or out sounds like a pain with your setup too.
Meanwhile, the aether elemental patrols aren't there to find or stop high level enemies, they're to find ordinary fishermen or whatever and come back with a warning so you can steer the ship or flying fortress away from them. And with the new rules in Ultimate Intrigue (I wish they'd admit it is a change, but it's a 'clarification') scrying doesn't work for teleportation info. So long as you keep moving your minions can't provide info for teleportation.
Simulacrum minions. Powerful, stylish, and under your absolute command at all times.
Transporting them isn't really a problem. Just leave a simulacrum of a powerful dragon or other creature with arcane spellcasting in the sphere, and at predetermined times it can put up an aroden's spellbane to negate the forbiddance and dimensional anchor for brief period, allowing any minions that need to to enter or leave to do so unhindered.
And even if an enemy does manage to get ahold of one of your loyal minions and magically extract information from them, and even if they do attempt to teleport into your bunker at the exact moment when it will be completely on guard for intruders, they will still fail, because of the faith-based hallowed dimensional anchor that blocks extradimensional travel for everyone except you and your simulacrums.
Plus the whole time travel thing might make some difficulties for would-be infiltrators, once I finish figuring out what to do with it.
Now, I am a bit concerned how minions would be able to leave and return to a ship, if the ship is continually traveling to new locations without informing them where it will be or how to get back to it. But even leaving your minions in the dark won't protect you from teleportation. I was under the impression Ultimate Intrigue did not ban the use of scrying to aid in teleportation, merely requiring that the scryer learn the target's location independently (let's say through discern location) and can only view enough of the layout if the target is in motion (they are on a moving ship). But even if the Ultimate Intrigue rules would imply that it's not possible, Skulls and Shackles explicitly contradicts this, clearly stating that you can teleport to a ship immediately after scrying it, and specific beats general. And even if scrying wasn't treated as viewing, greater teleport only requires a "reliable description," which an attacker could easily get through, say, spamming vision. And even if greater teleport doesn't work, there's always interplanetary teleport, or gate, or wish. Or just traveling near there and flying to the ship yourself.
I think any fortress Is going to have room(s) that are more impregnable than others. The prismatic sphere room or the room closet that's actually a demiplane, etc. I guess the point is to make it difficult for armies to siege it and inconvenient for anyone else.
Flying covers a lot of it. Moving moreso.
Cloud Castle of the Storm King is probably one's best bet for a baseline fortress.
I think talking about flying castles or sailing armies is going down entirely the wrong track. You can't destroy what you can't find, and this sort of thing is easy for any powerful caster to find. Wars are won and lost by intelligence, and divination spells provide the ultimate intelligence, so you need some way to defend against them. That's why I picked a bunker made out of prismatic spheres or walls - not because it's hard to get into; a spellcaster standing outside it could get into it without too much trouble. But because it blocks absolutely any and all spells and effects from penetrating it, completely shielding your bunker from divination or attack.
1. Line all of the walls with lead to prevent divination. (besides a small room behind a lead door which you use when casting divination spells of your own)
2. Build it deep underground so that any failed teleportation attempts will take substantial damage. Also prevents foes from flying past defenses.
3. Have no normal entrances to the surface.
4. If you want minions etc. to have access to the surface (rather than being an undead lich stronghold) have a permanent circle of teleportation to the slum of a major city. Have a permanent circle of teleportation back into your stronghold, but have it teleport to a spot which is filled with lava 99% of the time, but is safe for perhaps 30min every day or two. (make sure to give all of your minions awesome watches) During that 30min have all sorts of nastiness on contingency & guards to attack etc. if anyone but your minions appears.
5. Have various illusion and/or stone shape spells up which make significant changes to the appearance of your stronghold consistently so that your minions can't properly describe it if they're captured/interrogated/dominated.
Charon's Little Helper, I like the way you think. Some of this is similar to my bunker suggestion, but with much less reliance on high-level magic. Keep in mind, though, that lead only blocks spells that say it does. So things like locate object and scrying will be prevented, but it won't help you if you have powerful enemies trying to find it with vision or discern location, or ask questions about it with commune or contact other plane, or even try something weird like tectonic communion.
lemeres |
Simply make flying fortress.
Nice start, but too obvious as is. You need more.
A flying fortress, hidden by illusions (or whatever stops people from snooping- I trust the Schrodingers in the audience know how to do this), with a second regular fortress underneath.
The underfortress is there for multiple reasons. For one, it is a distraction, fooling people into thinking that the flow of goods and the destruction of enemies in the area is solely for a normal fortress. People conquer the underfortress and believe they succeeded, and then never realize the upper fortress.
Another reason for the underfotress is because it can also help to defend the upper fortress (assuming the illusions and diversions don't work). It can be difficult to defend the underside of a flying fortress. While attacks from below would need the invader to have both flight and burrowing... well... that includes some dragon varieties, as well as any caster with some flight spell and earthglide. Also druids with flying AC's that turn earth elemental. So having some nice balistas on the underfortress helps since they can attack from a lower level. And it doesn't arouse too much suspicion, since a normal fortress wouldn't want fliers above it anyway.
Alex Trebek's Stunt Double |
I know a demiplane would be easier, but let's say you needed a sanctuary on golarian.
You're extremely wealthy and powerful in whatever form you prefer.
How would you do it?
You're not giving enough details.
Is this a fortress where the entrance will likely be visible and accessible, so near a major habitation or in the middle of a dense forest with low density of sentient beings.
And what level are we talking here, his enough to cast Wall of Iron? Mage's Private Sanctum? What classes are available?
Early levels the best you can probably do is excavate an underground dungeon, cite all the rules on advantages from elevation, cover, have the entrance illuminated but many sniping positions in darkness.
RAW the only reference to non-magical digging is the Shovel.
http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.h tml
2 cubic feet per minute, so about 1 hour to clear a 5ft cube. But this does mean a full 8 hour day's work grants you another 2x4 space under ground. Underground is excellent form of protection as the surrounding landscape provides both cover and concealment. A party of 4 spending a week can clear over 5000 square feet underground. That's a tunnel down 20ft into a 50x50ft area with 10ft hight ceiling. It's a DC10 knowledge engineering check to identify unsafe structures so even without ranks you can take-a-ten and identify if you've made your underground base safe enough.
That would be pretty impregnable.
The trick is to have one main entry and exit tunnel and other escape tunnels that are extremely well hidden. I mean top foot or so of unbroken soil at the top of the tunnel with wooden boards supporting it. You can get really clever with concealing the main entrance like a wagon parks over the entrance and you open a hatch in the bottom of the wagon so even if you're closely being followed they wouldn't see anyone leave the wagon.
Without a level and class I don't know what advice is viable.
Shadowlords |
Line all the walls with a lead sheet, prevents scrying magic.
Magically treat all the walls to strengthen them.
Mummys mask AP has some descriptor text on the magic used on the flying pyramid to prevent teleportation and Scrying, its layering of a couple spells and then permanency. It is not technically allowed per the rules the the AP did it so it is a good place to start.
If you cant have a flying fortress, make an underground fortress.
Trap every entrance with a teleportaion circle into a death pit of despair.
Simulacrum everyone. Multiple times. they maintain your fortress.
Start work on making your army. Of adamantine Golems. And Cannon Golems.
Tiny Coffee Golem |
Tiny Coffee Golem wrote:I know a demiplane would be easier, but let's say you needed a sanctuary on golarian.
You're extremely wealthy and powerful in whatever form you prefer.
How would you do it?
You're not giving enough details....
It's not for a specific level or game. It's a thought exercise. It's left intentionally vague so you aren't otherwise limited.
Charon's Little Helper |
Charon's Little Helper, I like the way you think. Some of this is similar to my bunker suggestion, but with much less reliance on high-level magic. Keep in mind, though, that lead only blocks spells that say it does. So things like locate object and scrying will be prevented, but it won't help you if you have powerful enemies trying to find it with vision or discern location, or ask questions about it with commune or contact other plane, or even try something weird like tectonic communion.
Thanks. I'm with you that infinite spell-casting & resources could be better, but I wanted to keep it semi-reasonable, and I was thinking of the sort of thing that you'd get before you're able to get your own demi-plane.
As to a couple points -
1. I don't think that Vision is much of a threat so long as you keep at lease semi-secretive about the stronghold. They might gain some info - but not enough to teleport there.
2. As to Commune & Contact Other Plane, I'm not sure how yes/no answers could tell enough info about your stronghold to teleport to it, though I suppose that they might be ready for your defenses when able to find your teleportation circle in. Plus - the info isn't really reliable.
Really though, those are both GM Fiat spells anyway, so there's only so much you can do against them.
3. Tectonic Communion wouldn't work at all.
Tectonic communion functions as commune with nature with an even greater range. In outdoor or natural underground settings, the spell operates on a radius of 100 miles per caster level, extending even underground without penalty.
For every 2 caster levels above 13th, you may glean an additional fact from the list presented in commune with nature.
Communities, dungeons, and signs of civilization (such as roads, farms or other constructions and settlements) exist as dark and unknowable blots in your perception of the spell's area; you're aware of their location and existence, but can't discern any information regarding them.
The stronghold as described would appear as a blob - but they would have no idea if it was YOUR stronghold, and they wouldn't know anywhere near enough about it to teleport there.
Lorewalker |
The stronghold as described would appear as a blob - but they would have no idea if it was YOUR stronghold, and they wouldn't know anywhere near enough about it to teleport there.
You only have to know where the place is. The blot gives this away. Then you just teleport to the closest point to the place and scout from there.
Superman has used that trick before. Someone thought they could hide their building with lead walls. That only made the place stick out like a sore thumb.
Charon's Little Helper |
Charon's Little Helper wrote:The stronghold as described would appear as a blob - but they would have no idea if it was YOUR stronghold, and they wouldn't know anywhere near enough about it to teleport there.You only have to know where the place is. The blot gives this away. Then you just teleport to the closest point to the place and scout from there.
Except... the place in question is literally miles underground. I don't think that it helps all that much as you can't really scout it out.
And the blob isn't due to it being lined with lead. It's due to it being a dungeon/sign of civilization. So, all dungeons would appear the same to Tectonic Communion.
Alex Trebek's Stunt Double |
Alex Trebek's Stunt Double wrote:It's not for a specific level or game. It's a thought exercise. It's left intentionally vague so you aren't otherwise limited.Tiny Coffee Golem wrote:I know a demiplane would be easier, but let's say you needed a sanctuary on golarian.
You're extremely wealthy and powerful in whatever form you prefer.
How would you do it?
You're not giving enough details....
Well for level 1, my shovel + downtime.
Wizard spell's Expeditious Excavation has some uses, but as shovel works regardless of stats or rolls even a wizard might as well just lean to on a shovel to get at it.
-Incendiary Runes can be good for guarding the entrance, especially if you put the rune on something else which can be set on fire.
-Magic Aura is good spam from early levels to stop any
-Arcane Lock on top of a Superior Lock is essentially impossible to pick
-Phantom Trap will make it seem trapped which can scare off intruders
-Magic Mouth is permanent and can work as a warning.
-Sepia Snake Sigil and Lissalan Snake Sigil are great traps to have on the entrance, Blood Money can cover the costs
-Explosive runes is another classic but depends on them reading it
-Rune of Warding doesn't depend on tricking intruders into reading it though does less damage
-Shrink Item can be used to block an entrance by casting it on a bounder, brining it to the entrance and dispelling Shrink Item to return it to being a huge boulder blocking the path.
-Illusory wall is great for both hiding entrances to your hideout and hiding pit traps to catch unwelcome intruders. Permanent.
-Symbol of Laughing also slows intruders.
Cleric:
-Glyph of Warding is great for bringing in summons on anyone poking around where they don't belong, you can load any level 3 or lower spell into it to cast on any unwelcome intruders.
Ascalaphus |
I think that whatever you dream up, if you show it to people here they'll pick at it and eventually find an opening.
But that's the thing: information. One of the most important layers of defense needs to be a solid layer of disinformation, making sure people bring the wrong tools for infiltrating your fortress. Instead of teleporting into your sanctum they'll be teleporting into a trap.
RaizielDragon |
I agree about the disinformation.
Anything you can dream up to build/conjure can be destroyed/dispelled. Any place you can get to, someone else can get to.
Which means that no matter where you hide it and how thick you make it's defenses, it can be found and disassembled.
Unless no one knows.
A self-sufficient character can go off on their own, away from anyone/anything, and secretly make a hideout (my favorites are the really, really deep, completely sealed off space or the flying, invisible, constantly on the move space). Even then, you'd have to stay there, because if you ever left and someone got a hold of you, high level magic could pick the details from your mind. Someone mentioned mind-wiping yourself so this can't be done, but that kind of defeats the purpose of making a stronghold if you can't get back to it.
So, I suppose my answer to the question would be a combination of the two: A flying fortress that is completely hidden from view and sealed from outside access except for a teleportation circle where the other end is buried really deep under ground. Bonus points if the local environment of both is altered to be nearly uninhabitable (lava, no floor, no air, something like that) and only you know to be prepared for this inhospitable environment (fire immunity, flight, air bubble, etc). Minions exist for almost any of these situations that can be usable; an army of undead never need to eat or sleep and never need to leave, so no worry of their capture. Apply whatever environmental resistances are needed to the minions as well. I also like the "only safe at a certain time aspect as well". Maybe have the teleportation circle come out over a sphere of annihilation, so that if they weren't prepared, they immediately drop into it.
BLloyd607502 |
I've always found an underground dungeon is the best option. All you have to do is do one thing that no NPC does.
Don't play fair.
Have living walls that move about and can ruin maps, include teleport traps with no hint of a sign they've been activated that push people deeper or into loop areas. Keep the entrance double-vault doored with a couple of heavy thugs with a siege weapon in it pointed at the outer door (Dire ape skeletons I use myself)
Treasures that are cursed, secret doors that lead nowhere interesting or safe, a maze where none of the clues lead to the exit and you've just memorized the route because any idiot that can't remember the exact directions through his own death trap deserves to lose a limb. Riddles that have no answer.
And then fill the entire thing with sooty air, fire damp in the depths and make sure there's a way you can track well meaning people that stumble in (Well, 'stumble in' through the two heavily fortified doors and the guards, adventurers man) and save them before the fumes, lack of food and disorientation kill them.
Roach Motel.
Charon's Little Helper |
I've always found an underground dungeon is the best option. All you have to do is do one thing that no NPC does.
Don't play fair.Have living walls that move about and can ruin maps, include teleport traps with no hint of a sign they've been activated that push people deeper or into loop areas. Keep the entrance double-vault doored with a couple of heavy thugs with a siege weapon in it pointed at the outer door (Dire ape skeletons I use myself)
Treasures that are cursed, secret doors that lead nowhere interesting or safe, a maze where none of the clues lead to the exit and you've just memorized the route because any idiot that can't remember the exact directions through his own death trap deserves to lose a limb. Riddles that have no answer.
And then fill the entire thing with sooty air, fire damp in the depths and make sure there's a way you can track well meaning people that stumble in (Well, 'stumble in' through the two heavily fortified doors and the guards, adventurers man) and save them before the fumes, lack of food and disorientation kill them.Roach Motel.
While that would be an effective death trap, I don't think it would qualify as a sanctuary. You probably wouldn't want to live there either.
It's interesting actually - the compromises that many ancient fortifications made so that they would actually be livable structures. They knew that they were a bit less secure that way, but there's a limit to what you're willing to put up with on a daily basis.
RaizielDragon |
How about a custom Teleportation Circle that is keyed to a combination of alignment, vocal, retinal, fingerprint, blood, password, and hand gesture? If you meet all the criteria (which admittedly, all could theoretically be replicated and/or researched; but together would be quite the challenge, especially if you make sure you aren't some sort of well known public figure), you get teleported to the fortress. If you don't you get teleported to space/sphere-of-annihilation-/other-imminently-dangerous-place-of-your-choi ce. A Vigilante would be even better at this, as they could key it to their private persona, so that even if someone had met and researched their public persona, if they tried to replicate the entrance criteria, they'd still fail since they'd be replicating the wrong persona, since they shouldn't know about the private persona.
Even then, assuming they had done enough research that they knew all of the stuff to replicate, would they be willing to risk it? Would you bet your life on the idea that all of your research was correct, and that you've correctly duplicated all of the criteria in such a way that you will pass inspection by some obscure force such as magic? In the real world, technology can be understood, and therefore it's results can be predicted. In Pathfinder, magic is an obscure and fickle essence. The fact that Wish spells don't always go the way you expect is a shining example of this.
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RaizielDragon |
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While that would be an effective death trap, I don't think it would qualify as a sanctuary. You probably wouldn't want to live there either.It's interesting actually - the compromises that many ancient fortifications made so that they would actually be livable structures. They knew that they were a bit less secure that way, but there's a limit to what you're willing to put up with on a daily basis.
The latest episodes of Peldor are about this exact thing (and this entire topic really). The more impenetrable you make a location, the more of a hassle it is to frequent the location. If you have to jump through 100 hoops to enter/exit your lair, you're gonna get tired of jumping through those hoops, and probably eventually start cutting corners. That's why I said it's best to make an impenetrable fortress that you never plan to leave. Like dungeons and their bosses, or pharaohs and their pyramids; they weren't designed for people to come and go, they were designed to keep people out, and that's it.
You could ignore the RP element of it all, and just say there are 10,000 hoops to jump through to enter/exit your lair, and it takes a weeks worth of journeying, spellcasting, etc. to bypass/setup all of the obstacles, and your character is happy to do it. In reality, your character would go insane doing this over and over, or would have to already be insane to be this paranoid; to the point that your character shouldn't be under your control any more.
The entire problem with the subject in the first place is that, no matter what you do, no matter where you draw the line and say "ok, this is secure enough, it would take X amount of effort to get past all this" where X is what you consider to be an unreachable amount of effort, someone could come along and say "hm, it takes X amount of effort huh? I can can do X amount of effort."
Really the only way to be truly impenetrable is for there to not be anyone/anything else that would/could want to penetrate it. So the answer is to use the supposedly "infinite resources" to just destroy everything else in the multiverse, leaving your humble fortress in a vacuum in which it is completely safe.
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Ridiculon |
I know a demiplane would be easier, but let's say you needed a sanctuary on golarian.
You're extremely wealthy and powerful in whatever form you prefer.
How would you do it?
Ridiculon's guide to building a Completely Impregnable Fortress "on" Golarion
Step 1. Build a model of your fortress.
Step 2. Take compiled works of Golarion and arrange them in a single stack.
Step 3. Place model on top of Golarion stack.
Step 4. Profit.
My preferred method of power and wealth is U.S. dollars.