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%

Until recently, it was the village of Thornhill. Now they're on the road, heading for Yggsburgh. Not sure where they'll be setting up camp once they get there.
 

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My players have no singular home base. They own as a group:

A fortified gatehouse/townhouse under construction in the town of Blevin's Gap
A large-ish house in the elven enclave of Myreth
A townhouse in Kristophan that was formerly a brothel
A brothel & tavern in Elena

Individually they own a small farm (~250 acres each) and houses in Elena.

My players like the notion of being landed; it gives them a feeling of importance and ties to the setting. This keys in well with my tendency to give out land as a reward from the nobility, particularly land that tends to be threatened by monstrous neighbors. Heroes consider dealing with recalcitrant tribes of orcs & goblins to be a "nice bit of work before lunch." And if they die, well, the lord gets to keep hold of his land and doesn't have to deal with any politically motivated heroes.

of course, I also give out land and military titles to legitimize their actions within a region and as a kind of reminder as to who they should be reporting to when outside that region. Plus, land, titles, and military rank give ways for nobles to control heroes other than violence. Being given a rank is a great perk but having your rank stripped away, lands confiscated, and title rescinded tends to hurt in a way that an arrow can't.
 

Riveria: The Enterprise Company is based out of their own castle "Verwood Keep" near the small village of Verwood. They were given right to this castle and royal charter (and assistance) to build it some years ago after their heroics kept the King's throne under him...since then, they've poured thousands of their own g.p. into expansion. This Company forms the basis of both main Riveria parties (i.e. the two games I run each week), and many retired characters and hangers-on usually stay at the keep, along with a small staff and a few local guards...and a battleaxe of a seneschal, their token nod to organization. Once a year or so, we'll sit down and do some very generalized dice rolling to sort out the operation and finances of the keep, otherwise both I and the players just kind of assume it runs itself.

Having a well-known base like this is both useful - adventurers arrive in a slow but constant trickle looking to join up, providing a neverending supply of new PC's if required - and dangerous - the keep has already had to withstand one major assault in revenge for the Company's interference in some nearby piracy operations.

Before they got this castle, they had a farm...also given them as a reward...but for various reasons they were rarely if ever there.


Beory: The Company of the Green Cloak has a farm some few hundred miles northwest of Gradsul, but other than by a few retired characters we just don't use it much; it's too far from anywhere useful and our adventures tend to take place in far-flung lands.


Our older games tended to have individual PC's set up their own home bases...temple, villa, keep, palace in one case, pub/inn in many cases...without regard to the rest of the party; the idea of the adventuring company hadn't taken hold yet. Then, a party would base itself out of whichever PC's home was most convenient for a given adventure.

Lane-"my current home is a pub half a mile from Verwood Keep"-fan
 

Let's see, in the campaign I currently run...

Lord Kenji Yamamoto lives in a 4 star hotel in Narayan:CITY.

Rackhir lives in a somewhat less luxurious hotel in Narayan:CITY.

Burne the Alchemist lives in whats left of his sulphorus, chemical-fire scored apartment in Eris:CITY.

Meiji lives in a perpertual one-night stand, if I'm not mistaken.

Any Seven (retired) lives, well, squats in a building that once housed the Cobra-in-Repose dojo.

And Prof. Hugo Chakraraja-Glaffston (retired) lives in an on-campus apartment at the CITY University of Conjuration Sciences.

The closest thing to a 'home base' they have is the small, walled compound on Opium Way in Little Ajakhan, Narayan:CITY that currently houses the produce market of one King Daikon, that once held businesses as varied as the "Xian Can Dye!" dyeworks, a monastary devoted to Kruetzel, God of Baking, and a fortress/temple of the Stormdaughters who worhipped Pentamoor, Goddess of Pirates.
 


In my Eberron game themed on the League of Extrordinary Gentlemen my players stay in the hidden stronghold of the League which is located in Sharn.

The League has been formed in secret by the rulers of the 5 nations to help covertly combat the invading elves.

The party was recruited, and after proving themselves worthy were offered a simple choice of joining the league or having an accident.

In my version of Eberron the Elves are EVIL Technology using necromancers.

They have just started the invasion with their zepplins, war wagons, cannons, and muskateers.

Races other than Elves are put into concentration camps, and will be dealt with.

The party is tasked with keeping ancient magics from the Elves, especially the Gold Dragon Orb the Elves are searching for.

The characters are a human muskateer, a Warforged artificer, a human highwayman, and a human witch.
 

Chose "Other."

In Final Fantasy Omega (because we had to name it something):

My players currently operate out of the island once called Verraten and now called Madain Sari, a haven for summoners and the home of the newly-reborn Tonberry Nation. Since they decided to solidify Madain Sari as their home, they've spent a ridiculous amount of gil hiring help, bringing in building materials, and converting the island into a full town with two airship docks, a workshop for the tech of the party, individual cabins for all party members, housing for roughly 250 summoners they saved about twenty sessions ago, and now they're working on a shrine to the summoners that died there thirteen years ago.

Previously their base pretty much was the airship, and wherever they could dock it.
 

The Intro Dungeon HQ

In the first long-term campaign I ran, the PC's cleaned out the tiny intro dungeon and converted it to their lair (of course! Doesn't everybody?). Things they didn't bother to check out before spending the winter cleaning and expanding:

1. There was a secret door from the outside to the inner area of their lair. An NPC helped them to learn that later;
2. There was a medium-sized dungeon below (and connected to) the intro dungeon. They found the door to it but forgot about it, even though it was clearly marked on the map; and
3. Their lair was inside a dormant but active volcano. An earthquake reminded them of that.

Four years of regular campaigning later, they were still battling to make their abode earthquake-proof.
 

Any one of the above, depending on campaign. Currently, a townhouse in Chicago and a townhouse in northern LA in my two Urban Arcana games, and whatever tavern is in the town they're staying in for my D&D game.
 


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