In the game I play in we've taken over an old dungeon site as a home base, and made some extensive renovations. It's in a remote location, but that's fine - we have all kinds of long-range transport options including mundane ships (the "super-secret base" is on the seacoast and includes a deep-water hidden-underground harbour) which means if anyone wants to attack us out here there won't be any collateral damage. The biggest challenge in finding a suitable home base was it needed to have an underground area big enough to hide our stolen (!) zeppelin (!), which in theory nobody in this side of the world knows we have; fortunately the underground harbour has enough airspace above it to suit.
The only real challenge is at the table level: some players just aren't interested in any of this.
I want one.My group has a fascination with mobile bases. One campaign we acquired a ship that my artificer later tricked out into a magical flying ship with mana powered rail guns.
I want one of these too.Another campaign we had a self propelling carriage who’s inside was an entire tavern.
Ooooo! That does sound cool.I just make it up spontaneously. It works.
What was cool was I then let them get "Domain Powers" that they could use by spending hit dice that could only be regained by spending a week on their property (i.e. "an extended rest").
Ooooo! That does sound cool.
Could you be persuaded to share your notes?
Isn't that Mordenkainen's Magnificent Mansion?Livable pocket dimensions. You gotta convince your DM that these exist. From there on, you can build your own portable stronghold.
Have you ever had your players decide that their characters wanted to take over a dungeon, a ruin, or any other piece of property in your game, and claim it as their own? Like, they drove out the bad guys and looted all the rooms and then thought to themselves: "Hey, you know what? This is in a great location! It's right outside of town, close to schools, the neighbors are quiet...I think we should move in!" And if so, how did you handle it?