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Buying the Farm - Claiming the Ruin - Occupying the Dungeon
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<blockquote data-quote="Stormonu" data-source="post: 8911938" data-attributes="member: 52734"><p>Sure did! In the 1E/2E campaign back in the 80's the first dungeon the group cleared they staked a claim on it - Charblon's Pit. Throughout the rest of the campaign the players would bring back trophies and their treasure to the Pit and store it in what had been the White Dragon's lair (yeah, 1st level adventures facing a white dragon ... with 16 hp).</p><p></p><p>When the characters hit levels to have followers, they'd come back from adventures in the Pit to find applicants waiting for them - who'd become their followers. Some of the more notable ones were an unnamed Ranger and his pet Owlbear that became the front door guard (thanks to a draw from a modified Deck of Many Things), Mortimer - a knight squire loyal to the group's Paladin who patrolled the edifice while the PCs were away, and Kerpis, a young mage apprentice who would brew up potions for the party to test >ahem< ...use on their adventures. Also, since the Pit had originally originally been built for a wizard who was researching lichdom (and in the party's initial foray they helped him finish his transformation), the lich would occassionally return from his extraplanar trips with trinkets, quests or information the party could use.</p><p></p><p>Near the end of the campaign, a group of bad guys tracked the PCs down to the Pit, and we had a session where the players spent most of their time trapping the Pit and waiting for the survivors to find them in the bottom area. I narrated the bad guy's travel into the Pit and with glee the party got to observe their traps and summoned monsters whittle away at the bad guys, and then the party got to trounce the (two) survivors at the end. They were high-fiving each other for several minutes after that episode.</p><p></p><p>I think the player's enjoyed it so much because I wasn't stingy or dismissive with their plans for the edifice. Although I produced the initial map, they used a variety of methods to redo and expand the interior, and I let them use whatever treasure they wanted to spruce it up, without it cutting into their adventuring funds. Also, using it as a base where they could (mostly) safely retreat, meet with allies, do research and the like made it very enjoyable. It was a lot like a combination of the Batcave and Hall of Justice, rolled into one. It was, in essence another character in the group, which the players got to build and guide themselves.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8911938, member: 52734"] Sure did! In the 1E/2E campaign back in the 80's the first dungeon the group cleared they staked a claim on it - Charblon's Pit. Throughout the rest of the campaign the players would bring back trophies and their treasure to the Pit and store it in what had been the White Dragon's lair (yeah, 1st level adventures facing a white dragon ... with 16 hp). When the characters hit levels to have followers, they'd come back from adventures in the Pit to find applicants waiting for them - who'd become their followers. Some of the more notable ones were an unnamed Ranger and his pet Owlbear that became the front door guard (thanks to a draw from a modified Deck of Many Things), Mortimer - a knight squire loyal to the group's Paladin who patrolled the edifice while the PCs were away, and Kerpis, a young mage apprentice who would brew up potions for the party to test >ahem< ...use on their adventures. Also, since the Pit had originally originally been built for a wizard who was researching lichdom (and in the party's initial foray they helped him finish his transformation), the lich would occassionally return from his extraplanar trips with trinkets, quests or information the party could use. Near the end of the campaign, a group of bad guys tracked the PCs down to the Pit, and we had a session where the players spent most of their time trapping the Pit and waiting for the survivors to find them in the bottom area. I narrated the bad guy's travel into the Pit and with glee the party got to observe their traps and summoned monsters whittle away at the bad guys, and then the party got to trounce the (two) survivors at the end. They were high-fiving each other for several minutes after that episode. I think the player's enjoyed it so much because I wasn't stingy or dismissive with their plans for the edifice. Although I produced the initial map, they used a variety of methods to redo and expand the interior, and I let them use whatever treasure they wanted to spruce it up, without it cutting into their adventuring funds. Also, using it as a base where they could (mostly) safely retreat, meet with allies, do research and the like made it very enjoyable. It was a lot like a combination of the Batcave and Hall of Justice, rolled into one. It was, in essence another character in the group, which the players got to build and guide themselves. [/QUOTE]
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