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General Tabletop Discussion
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How do you handle party home bases (houses, strongholds, etc)?
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<blockquote data-quote="Stormonu" data-source="post: 7993306" data-attributes="member: 52734"><p>I've gone the GTA V route. Home bases and strongholds are excellent staging and storage areas for the group, with the potential for side income, trade, crafting and even spawning their own adventures on occasion. Nothing spurs adventurers so much as a threat to their home, for example. I've had players with home bases, fortresses, businesses, ships and likes throughout my gaming career. The latest has been the party's acquisition and refurbishment of a certain Haunted House near Saltmarsh.</p><p></p><p>A direct example I can give is the old Charblon's Pit from my old 2E campaign. It was an old wizard's dungeon out in the wilderness (somewhat based on Quasquentin from B1) that the party cleared out, and converted into a home base. They populated it with treasure they brought home from their adventures and they converted the wizard's library they had found within into their own personal laboratory where they had enough materials to research other adventure locations, craft a few potions and spells and identify any strange, magical items they brought home. Thanks to a <em>Deck of Many Things</em>, they acquired a ranger henchman who they assigned as caretaker and guardian of the pit. They kept the location of the base secret from even the locals, though they had at least one incident of other adventurers locating and attempting to raid it (the party handily hunted down and dealt with the associated thefts).</p><p></p><p>Late in the campaign, the party had made some powerful enemies, and those enemies conspired to hunt down the party to destroy them. The PCs got wind of the plot and were able to retreat to Charblon's Pit whereupon they planned an ambush of their enemies. In a very reverse-dungeon sort of session, my players got to enjoy watching (via crystal ball) and influencing the progression of the enemy party's progression into their lair, with a final climatic battle in which they succeeded in defeating the interlopers, and got to use all the fruits of their labor in upgrading and fleshing out the Pit. It was very satisfying for them, to say the least.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 7993306, member: 52734"] I've gone the GTA V route. Home bases and strongholds are excellent staging and storage areas for the group, with the potential for side income, trade, crafting and even spawning their own adventures on occasion. Nothing spurs adventurers so much as a threat to their home, for example. I've had players with home bases, fortresses, businesses, ships and likes throughout my gaming career. The latest has been the party's acquisition and refurbishment of a certain Haunted House near Saltmarsh. A direct example I can give is the old Charblon's Pit from my old 2E campaign. It was an old wizard's dungeon out in the wilderness (somewhat based on Quasquentin from B1) that the party cleared out, and converted into a home base. They populated it with treasure they brought home from their adventures and they converted the wizard's library they had found within into their own personal laboratory where they had enough materials to research other adventure locations, craft a few potions and spells and identify any strange, magical items they brought home. Thanks to a [i]Deck of Many Things[/i], they acquired a ranger henchman who they assigned as caretaker and guardian of the pit. They kept the location of the base secret from even the locals, though they had at least one incident of other adventurers locating and attempting to raid it (the party handily hunted down and dealt with the associated thefts). Late in the campaign, the party had made some powerful enemies, and those enemies conspired to hunt down the party to destroy them. The PCs got wind of the plot and were able to retreat to Charblon's Pit whereupon they planned an ambush of their enemies. In a very reverse-dungeon sort of session, my players got to enjoy watching (via crystal ball) and influencing the progression of the enemy party's progression into their lair, with a final climatic battle in which they succeeded in defeating the interlopers, and got to use all the fruits of their labor in upgrading and fleshing out the Pit. It was very satisfying for them, to say the least. [/QUOTE]
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How do you handle party home bases (houses, strongholds, etc)?
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