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Setting up base camp
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<blockquote data-quote="DreadArchon" data-source="post: 3580929" data-attributes="member: 49449"><p>My group has a whole city, population just reaching 10,000 (started at like 1200). They didn't have much for resources at first, but they managed to get some trade and travel going, which was good for plot arcs. ("Well, our town might be willing to trade with yours, but we're not sure it's worth it. Now, if you helped us with our vampire problem...")</p><p></p><p>The town is run by NPC's; the PC's occaisonally subsidize stuff for the city with their adventuring gains (the dwarf bought a Heart of Stone from the DMGII to install in the local earth deity's temple, making it useful to both him and the town; I allowed it because I thought it was a clever decision, even though I don't think you're supposed to be able to move location treasures around), but actually there isn't much that happens which is centered around it. I don't usually make it a target for villains, as it's a tough nut to crack. The party Warlock is world-famous as a powerful good-aligned Warlock, and he's attracted other good-aligned Warlocks who might otherwise have things a bit rough. Which is to say that he has Leadership, a great Leadership score, and a whole lot of lowbie Warlocks milling around town.</p><p></p><p>It's somewhat of a running joke; I've run at least three modules from the WotC site that involve attacks against the party's base of operations, and it usually ends up that the fighting isn't done by the party. One of their adventures was in the form of "Two Blue Dragons fly into town and attack. The larger one takes 40-something Eldritch Blasts in the first round or so and dies horribly, but the other gets away; there shouldn't be dragons in this region, find out where he came from." Ah, good times... the dragon hide helped their trade industry, too.</p></blockquote><p></p>
[QUOTE="DreadArchon, post: 3580929, member: 49449"] My group has a whole city, population just reaching 10,000 (started at like 1200). They didn't have much for resources at first, but they managed to get some trade and travel going, which was good for plot arcs. ("Well, our town might be willing to trade with yours, but we're not sure it's worth it. Now, if you helped us with our vampire problem...") The town is run by NPC's; the PC's occaisonally subsidize stuff for the city with their adventuring gains (the dwarf bought a Heart of Stone from the DMGII to install in the local earth deity's temple, making it useful to both him and the town; I allowed it because I thought it was a clever decision, even though I don't think you're supposed to be able to move location treasures around), but actually there isn't much that happens which is centered around it. I don't usually make it a target for villains, as it's a tough nut to crack. The party Warlock is world-famous as a powerful good-aligned Warlock, and he's attracted other good-aligned Warlocks who might otherwise have things a bit rough. Which is to say that he has Leadership, a great Leadership score, and a whole lot of lowbie Warlocks milling around town. It's somewhat of a running joke; I've run at least three modules from the WotC site that involve attacks against the party's base of operations, and it usually ends up that the fighting isn't done by the party. One of their adventures was in the form of "Two Blue Dragons fly into town and attack. The larger one takes 40-something Eldritch Blasts in the first round or so and dies horribly, but the other gets away; there shouldn't be dragons in this region, find out where he came from." Ah, good times... the dragon hide helped their trade industry, too. [/QUOTE]
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