What is the “home base” for your party?

What is the “home base” for your party?

  • Nowhere/anywhere

    Votes: 31 26.7%
  • Table in a tavern

    Votes: 3 2.6%
  • Room in an inn

    Votes: 13 11.2%
  • House

    Votes: 19 16.4%
  • Castle

    Votes: 12 10.3%
  • Other

    Votes: 38 32.8%

Enkhidu said:
All these homebases are for the same 16th/17th level party. Like fusangite, we found that introducing such things during play can be time consuming in the extreme. As a result, we use Leadership to model well run properties (making the cohort stationary and key in either the base's defense or management, and the followers as staff). Then we simply handwave the actual leadership numbers and wing it. It's worked quite well.

We do something similar with our group's castle and surrounding village. Our cohorts and followers run and staff the place while we are out adventuring.
 

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1. The Grand Circus Maximus has their base on the Caravans of a travelling Circus who wonder about following the trail of their Dayman Orbril the Gnome (who is my DM PC). Nonetheless Orbril does own the Academy of Performing Arts and is a partner in the neighbouring Zoological Gardens

2. In my Hawaiki campaign the PCs are currently travelling (so current base is on a ship) but have their homebase in a village they founded after they had explored a newly discovered island. Previous to this they were residents of the same district on their 'parent' island.

3. My last campaign the PCs were employees of the Church and so had as homebase the Church Hospice (and nearby University)
 

Mostly my PCs end up too mobile, moving around the countryside.

However, during the Return to the temple of Elemental Evil, my halfling wizard had a cottage in Hommlet by the end of the adventure, as well as a tenament flat in Verbobonc (it also served as a soup kitchen for the poor there.

During adventures she used her Bag of Lodging to house herself and the other PCs when they needed to rest.


PCs in the campaigns I run tend to get attached to the town/city they start in, because of NPC relationships, so they stick around, or only go on short journeys away (saving the world and all that nonsense...).
 

Would you believe an office in the business area of the city?

They are set up as an agency (and limited liability corporation) rather than a 'party'. :)

The Iron Kingdoms is a bit more industrialized than most settings...

The Auld Grump
 

I've seen a lot of different bases for a party. Probably the most off-the-wall is the group that has a magical sentient tent (which inspired the quote in my sig).
 

My current Arcana Evolved campaign has seen the unnamed and ever-shifting group of Adventurers take up residence in various places. From levels 4-12, they resided in a series of inns, haphazard camps, and at a two-month stretch, aboard a pirate ship called the Ebon Gill. Eventually, they moved into the southern jungles of my campaign setting, where they braved the dangers of the Saahuet Kha, the Asaathi Temple of Changes, and cleaned it out.

Subsequently, they offered up the Temple as a new home for their allies, a cabal of magic users and alchemists, who have offered to co-habitate with the PCs as part of a mutually beneficial arrangement. The Research Colony supplies arcane assistance for the PCs, and in exchange, the PCs offer them protection and occassionally run "errands" for them. This pact has been further expanded to include Zardozan, a former member of the cabal who entered the temple over a decade ago and attempted to use the artifact at it's core to transform himself into a Green Dragon. The attempt was only partially successful, leaving him as a Woodwrack Dragon (Creature Collection I), suffering from a progressive mental degeneration which leaves him with a child-like mentality (6 Wisdom). Zardozan is not trusted by the cabal, and so he works for the PCs, watching over the temple when they're away, offering aerial transport, and the occassional air strike, in hopes that the PCs will use their pull to get him another shot at using the artifact to "fix" him before his condition worsens.

After the Serpent People attempted to re-take the temple with a force of Fifty ECL 10 characters (and were brutally slaughtered by the level 12 party and the dragon), the PCs became involved in the war between the Snake-creatures and the other races of the jungle, which has lead to the addition of a Tribe of Grippli to the temple's residents, adding a dose of shamanistic magic, and a sizable force of stealthy Rogues and Scouts to defend the temple while the PCs are away taking the fight to the Snakes.

Physically, the Temple of Saahuet'Kha is a 4-layered Mayan-esque temple, with a cylindrical chamber forty feet wide straight up through it's center. A pair of twisting ramps line the inside of this cylinder and provide the only means of access between levels. The top of the temple is a raised platform over the pit, surrounded by 5 dragon statues, each one serving as a focus for the primal elements and energies gathered in the lower levels of the temple.
This entire assembly is a single artifact, known as the Evolution Engine. When activated,
arcs of energy leap through the central chamber, creating a double helix between the ramps, and directing the energy upward, where it is focused on the person or thing standing on the platform, which is then torn asunder and rebuilt anew. Under ideal circumstances, this allows the PC to perform various changes to their character, adding Evolved Levels, or rebuilding the character's levels, abilities, etc. as per PHB2.

The operation of this device is a tricky endeavor, as the only instructions are in an ancient dialect of Draconic that even the Loremaster who heads the Research Cabal has difficulty transcribing. Zardozan's condition is a testament to how things can go horribly wrong for the user of the device, as is the incident which occurred the first time a PC used it. No one suspected that the summoned Quall's Feather Token Tree sitting in the central chamber would disrupt the flow of energy through the temple. In the resulting accident, the Negative Energy was focused downward, and into the tree, while the Positive Energy was forced upward, and into the PC Sorceror. When the conflagration ended, the PC (who's player was planning to leave the game that session anyway) transcended his mortal form and became an Thaerestian Arcane Angel (Complete Book of Eldritch Might), while the tree was warped and mutated into an Iron Maw (Fiend Folio), which promptly turned hostile, and had to be destroyed.

Since then, the PCs have successfully used the machine properly twice, but the accident has given many of the Players pause when considering the risks involved. Sometimes having the ability to completely re-define your character right in your own home can be more disconcerting than it is cool.

Soon however, the PCs will probably be moving on...one of them has a claim to her homeland's throne, which, if she is found worthy of it, could give the PCs the ultimate "home base"...and entire country!

Robert "Habitat for Insanity" Ranting
 

The pirate wizard in our Forgotten Realms group has been buying and progressively upgrading an airship based on Arms & Equipment Guide price guidelines. The whole party now uses it as our mobile base of operations.
 

Well in one campaign my party has two bases: a house used by most of the party members and the temple that my cleric has set up.

In most other campaigns it starts as an inn and will go to a house or stronghold as appropriate.
 

My current Shackled City campaign based in Greyhawk....

The Deep Delvers Union (my players) are currently residing at the Drunken Morkoth Inn on Obsidian Avenue in the town of Cauldron.

Core Members...
Cassandra Brightblade, Human Paladin 8
Smileon Griblingtine, Halfling Rogue 8
Rynn Stonefield, Human Cleric 8 of Fharlanghn

New Members...
Fraksis Meng, Half-Orc Barbarian 7 (new PC)
Valkas Dur, Dwarf Wizard 7 (incoming npc, name subject to change)

At one point Cassandra (the paladin) was thinking of buying a manor, but the busy adventuring life seems to have put this on hold. If the group wants to pursue this, Ive chosen the unmarked building directly across the street from the Cusp of Sunrise (north of it, on the same side as the Cusp).

The only monkey wrench in the manor plans is that the Drunken Morkoth has taken on a "Cheers" like atmosphere for the group. There are inn regulars that interact with them frequently and the place already feels like home.
 

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