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What do your heroes do when they're not adventuring?
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<blockquote data-quote="arwink" data-source="post: 464372" data-attributes="member: 2292"><p>oh, all right.</p><p></p><p>I love it when PC's build keeps, towers, etc, because it means the bad guys always know where to go if they want to find them. The PC's have relaised this too, so they now see half the fun of building a keep as making it as defensible as possible.</p><p></p><p>My crossover campaign that started in 2e and ended in 3e was entirely based around a castle the PC's picked up from a dungeon adventure (khest keep in "Keep for Sale"). They petitioned for ownership, started rebuilding and slowly became the local lords. Small time lords, barely responsible for more than they could see from the highest tower, but lords non the lest (everyone really dug adding that to the character sheet). </p><p></p><p>The campaign itself involved a lot of armies and evil forces floating around. Banites (psuedo realmsian setting) came chasing after a young boy the party had adopted who happened to be carrying a powerful artifact. The local pirate population objected to the PC's idea to start patrolling the waters an act of goodwill, hoping to attract merchants to their small province. A powerful devil with lord aspirations decided that the surrounding countryside would have been perfect as the tenth layer of hell and started corrupting animals, ogres and people into a demonic army (got some good use out of the diablo conversion for the first time ever). The local giant population was unhappy with the sudden appearance of powerful adventurers, the orc hordes to the east were pissed to find their raiding routes suddenly fortified and the force of mercenary ogre warriors and their near divine ogre magi leader weren't impressed that the PC's had taken up camp not three days travel from their secret lair.</p><p></p><p>All of these people had a go at tearing the caste down around the PC's ears, and the castle wasn't in great shape to begin with. Some tried large scale warfare, sending in armed hordes, but just as many favored adventurer like surgical strikes.</p><p></p><p>At least once, the PC's were responsible for large scale destruction of their own lands (cutting down the divine ogre magi with an artifact caused a sizable explosion), and twice the stronghold and surrounding town was actually torn apart (both times by the demon lords forces - one involved a horde of demons, the other involved a dozen pit-fiends using precision meteor swarms).</p><p></p><p>This sort of stuff happens in most of my games, but that was the most long term. The players held the castle from 4th level right up until the point where they retired at 18th or 19th.</p></blockquote><p></p>
[QUOTE="arwink, post: 464372, member: 2292"] oh, all right. I love it when PC's build keeps, towers, etc, because it means the bad guys always know where to go if they want to find them. The PC's have relaised this too, so they now see half the fun of building a keep as making it as defensible as possible. My crossover campaign that started in 2e and ended in 3e was entirely based around a castle the PC's picked up from a dungeon adventure (khest keep in "Keep for Sale"). They petitioned for ownership, started rebuilding and slowly became the local lords. Small time lords, barely responsible for more than they could see from the highest tower, but lords non the lest (everyone really dug adding that to the character sheet). The campaign itself involved a lot of armies and evil forces floating around. Banites (psuedo realmsian setting) came chasing after a young boy the party had adopted who happened to be carrying a powerful artifact. The local pirate population objected to the PC's idea to start patrolling the waters an act of goodwill, hoping to attract merchants to their small province. A powerful devil with lord aspirations decided that the surrounding countryside would have been perfect as the tenth layer of hell and started corrupting animals, ogres and people into a demonic army (got some good use out of the diablo conversion for the first time ever). The local giant population was unhappy with the sudden appearance of powerful adventurers, the orc hordes to the east were pissed to find their raiding routes suddenly fortified and the force of mercenary ogre warriors and their near divine ogre magi leader weren't impressed that the PC's had taken up camp not three days travel from their secret lair. All of these people had a go at tearing the caste down around the PC's ears, and the castle wasn't in great shape to begin with. Some tried large scale warfare, sending in armed hordes, but just as many favored adventurer like surgical strikes. At least once, the PC's were responsible for large scale destruction of their own lands (cutting down the divine ogre magi with an artifact caused a sizable explosion), and twice the stronghold and surrounding town was actually torn apart (both times by the demon lords forces - one involved a horde of demons, the other involved a dozen pit-fiends using precision meteor swarms). This sort of stuff happens in most of my games, but that was the most long term. The players held the castle from 4th level right up until the point where they retired at 18th or 19th. [/QUOTE]
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