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General Tabletop Discussion
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PC "Stronghold" adventure ideas?
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<blockquote data-quote="Seravin" data-source="post: 1736603" data-attributes="member: 6783"><p>In my game the adventures around their strongholds are mostly sidequests or the starting point for other adventures - it's a great place for npc's to leave messages for the party and then go off, get into trouble and wait for the characters to rescue/avenge them. </p><p>The player most interested in the stronghold wants a position of safety and prestige and it's not fun for him when things get attacked constantly or when the workers were constantly delayed in trying to fix things up. </p><p>I found that out when bandits attacked the paladin's newly purchased inn (they were about 5th lvl then) looking for the all the treasure the group had not been shy about spending.</p><p></p><p>That spurred the player of the paladin to bargain for abandoned keep near their adventuring area. They had encountered the abandoned keep when hunting for bandits and my players thought it was ideal.</p><p></p><p>To protect it, the paladin took leadership to outfit the castle staff and guards. His cohort became his wife and she took over the day to day running of the keep.</p><p>Two other players also took up leadership and built a church and mage-library nearby, combining all three of their forces. The day to day protection is pretty much assured.</p><p>All three characters have also hired additional help as they saw fit.</p><p>Now the keep of Broken Spire is home to some 200 plus people.</p><p></p><p>I've left it mostly alone so the players feel they can be safe from the day to day cares - mostly. </p><p></p><p>The most recent adventure that happened around the keep was when the players made themselves too big a nuiscence to the bad guys. An Erynies was summoned to distract the characters by harrassing the village that grew up around their keep and the surrounding County. The Eryines would charm an npc, convince the npc to attack the traitorous and evil party members and teleport away to visit another npc to start the process all over again.</p><p></p><p>The players eventually hallowed the grounds and summoned a planetar to keep short term watch on their lands while they dealt with the devil's summoners. </p><p></p><p>A week later the characters find out that the erynies had taken up residence in the local Count's keep and was dating the Count's son - this prompted a quick, violent response from the characters.</p></blockquote><p></p>
[QUOTE="Seravin, post: 1736603, member: 6783"] In my game the adventures around their strongholds are mostly sidequests or the starting point for other adventures - it's a great place for npc's to leave messages for the party and then go off, get into trouble and wait for the characters to rescue/avenge them. The player most interested in the stronghold wants a position of safety and prestige and it's not fun for him when things get attacked constantly or when the workers were constantly delayed in trying to fix things up. I found that out when bandits attacked the paladin's newly purchased inn (they were about 5th lvl then) looking for the all the treasure the group had not been shy about spending. That spurred the player of the paladin to bargain for abandoned keep near their adventuring area. They had encountered the abandoned keep when hunting for bandits and my players thought it was ideal. To protect it, the paladin took leadership to outfit the castle staff and guards. His cohort became his wife and she took over the day to day running of the keep. Two other players also took up leadership and built a church and mage-library nearby, combining all three of their forces. The day to day protection is pretty much assured. All three characters have also hired additional help as they saw fit. Now the keep of Broken Spire is home to some 200 plus people. I've left it mostly alone so the players feel they can be safe from the day to day cares - mostly. The most recent adventure that happened around the keep was when the players made themselves too big a nuiscence to the bad guys. An Erynies was summoned to distract the characters by harrassing the village that grew up around their keep and the surrounding County. The Eryines would charm an npc, convince the npc to attack the traitorous and evil party members and teleport away to visit another npc to start the process all over again. The players eventually hallowed the grounds and summoned a planetar to keep short term watch on their lands while they dealt with the devil's summoners. A week later the characters find out that the erynies had taken up residence in the local Count's keep and was dating the Count's son - this prompted a quick, violent response from the characters. [/QUOTE]
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