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Worlds of Design: All Your Base
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<blockquote data-quote="Richards" data-source="post: 9041455" data-attributes="member: 508"><p>Our campaigns generally have a base for the PCs, often mobile.</p><p></p><ul> <li data-xf-list-type="ul">In my "Wing Three" campaign: The PCs were all members of the Greyhawk City Adventurers Guild, so they had their headquarters in the main building there. (In fact, they were the third of eight "wings" in that building, hence the name of the campaign.) They also got hold of a <em>Daern's dollhouse</em> (kind of the opposite of a <em>Daern's instant fortress</em>: upon saying the command word while touching the dollhouse, you were shrunk down such that you'd fit inside). There was also the Door That Doesn't Belong, a door-sized poster that, when unrolled onto a solid surface, opened up into an extradimensional space one of the PCs' enemies had been using as a living space; the conjurer PC kept it as his own, as it had a nicely stocked library inside (with a telekinetic <em>unseen servant</em>-type spell effect librarian).</li> <li data-xf-list-type="ul">In my "Kordovian Adventurers Guild" campaign: The PCs worked for the king of Kordovia and had been given a castle keep as their headquarters. Much later, they also got a <em>Daern's instant fortress</em> as a traveling headquarters.</li> <li data-xf-list-type="ul">In my current "Dreams of Erthe" campaign: The PCs are roving the continent, so a permanent immobile headquarters would be problematic, so as a result they stay in the extradimensional space inside <em>Hesperna's lamp</em> - think a magic genie lamp with living quarters inside. In a dozen or so adventures from now, though, the PCs will be heading to a different continent, where I intend to have them encounter a wood colossus that's basically an animated building that can take humanoid form, which could potentially serve as an alternate mobile headquarters once defeated and taken over. (I figure I made a 3D wood colossus "mini" for the "Wing Three" campaign out of cardstock, so I might as well get some additional use out of it.)</li> <li data-xf-list-type="ul">In my son's "Durnhill Conscripts" campaign, the PCs were quartered in rooms above the tavern they used as their meeting hall - all except for my human fighter, who stayed in the whorehouse down the street in which he worked (as a bouncer) for room and board when not actively adventuring.</li> <li data-xf-list-type="ul">In his "Raiders of the Overreach" campaign, for the most of the first half of the campaign we were slaves to the drow in an Underdark drow city, so we stayed in our assigned slave quarters in the House Pillar of our masters.</li> <li data-xf-list-type="ul">Finally, in our current campaign DMed by one of the players in my campaigns, "Ghourmand Vale," we recently uncovered an amulet with an extradimensional space very much like a <em>Mordenkainen's magnificent mansion</em>, so that's become our permanent traveling headquarters. Before that, we stayed in the farmhouse of a family whose daughter we had saved from kobolds in an early adventure.</li> </ul><p>Johnathan</p></blockquote><p></p>
[QUOTE="Richards, post: 9041455, member: 508"] Our campaigns generally have a base for the PCs, often mobile. [LIST] [*]In my "Wing Three" campaign: The PCs were all members of the Greyhawk City Adventurers Guild, so they had their headquarters in the main building there. (In fact, they were the third of eight "wings" in that building, hence the name of the campaign.) They also got hold of a [i]Daern's dollhouse[/i] (kind of the opposite of a [i]Daern's instant fortress[/i]: upon saying the command word while touching the dollhouse, you were shrunk down such that you'd fit inside). There was also the Door That Doesn't Belong, a door-sized poster that, when unrolled onto a solid surface, opened up into an extradimensional space one of the PCs' enemies had been using as a living space; the conjurer PC kept it as his own, as it had a nicely stocked library inside (with a telekinetic [i]unseen servant[/i]-type spell effect librarian). [*]In my "Kordovian Adventurers Guild" campaign: The PCs worked for the king of Kordovia and had been given a castle keep as their headquarters. Much later, they also got a [i]Daern's instant fortress[/i] as a traveling headquarters. [*]In my current "Dreams of Erthe" campaign: The PCs are roving the continent, so a permanent immobile headquarters would be problematic, so as a result they stay in the extradimensional space inside [i]Hesperna's lamp[/i] - think a magic genie lamp with living quarters inside. In a dozen or so adventures from now, though, the PCs will be heading to a different continent, where I intend to have them encounter a wood colossus that's basically an animated building that can take humanoid form, which could potentially serve as an alternate mobile headquarters once defeated and taken over. (I figure I made a 3D wood colossus "mini" for the "Wing Three" campaign out of cardstock, so I might as well get some additional use out of it.) [*]In my son's "Durnhill Conscripts" campaign, the PCs were quartered in rooms above the tavern they used as their meeting hall - all except for my human fighter, who stayed in the whorehouse down the street in which he worked (as a bouncer) for room and board when not actively adventuring. [*]In his "Raiders of the Overreach" campaign, for the most of the first half of the campaign we were slaves to the drow in an Underdark drow city, so we stayed in our assigned slave quarters in the House Pillar of our masters. [*]Finally, in our current campaign DMed by one of the players in my campaigns, "Ghourmand Vale," we recently uncovered an amulet with an extradimensional space very much like a [i]Mordenkainen's magnificent mansion[/i], so that's become our permanent traveling headquarters. Before that, we stayed in the farmhouse of a family whose daughter we had saved from kobolds in an early adventure. [/LIST] Johnathan [/QUOTE]
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