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%


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The Company of the Sparrow (named after the most common type of coin they collected for the first couple of levels) call no where home, though they reside in Istivin most often, or Greyhawk or Gradsul where the leader is a member of the Arcane Order (only two charter houses in our GMs world).

The Riders of the Axe (named by our drunken leader) has a tower outside of Istivin, though they travel about a lot they usually only reside there in the winter and between adventures.

I like having a base of operations, but I dislike maintaining it or having upkeep.
 

We used to live nicely in a castle as the personal aides to the queen of the kingdom... till the queen turned out to be an evil prophet who betrayed the kingdom, killed our cleric, and ate my familiar... ::grumbles:: We're fleeing for our lives now.
 

Shemeska said:
Now I say they had those rooms, because the PCs recently got on the nerves of two seperate Baatorian ministries and several noble Rakshasa families in Acheron. Thus they aren't going back there anytime soon.

However now we have a cluster of rooms in a temple of a diety of shadows and secrets... and a *really* kick-butt plane-shifting ship with a cloaking device.

Previous game we owned an inn and a castle on the Etherial. We stayed at the inn - more entertainment value.
 
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I note that most of the voters responded as I did: Nowhere/anywhere. In our fantasy games we typically don't have anywhere to call home. We also usually don't have a party name or designated party leader.
 

Sleeping Dragon Company:
Auvundale, at the easternmost exit of the Silver Moon Pass. They had freed the people from a tree possessed by necromantic spirits, and after a really tough fight, this one explodes into a rain of acid revealing the source of the corruption, down in the hole where it's roots lay, a black human bone with a skull atop glittered.
They conserved the artifact, and in a quite emotive ceremony the elven cleric of Corellon, Romul Galmel, deposited a Quall's Tree Token in the hole which had hosted the cursed tree. People hailed the heroes and offered whatever they could to them, Romul established a man who had, probably, in a long past, had an elven ancestor.
That was at level 8-13
At level 17, they returned to create a keep, people from everywhere started to come, the hamlet growing into town.
Later happenings (including a wish, a hobgoblin army, a flying giant citadel of the Stormlord, and the thrice damned black scourge: Vinthralix) got Auvundale a castle, many deaths, more immigrants, and would eventually have gotten a Mythal... But Lord Romul sacrificed his life to save the Quel'tessir from an abomination born from Grummsh's and Corellon's blood... but this already got too long.

The fact is that a Castle, sorrounded by the town of Auvundale, was the base for the party (Except Xavious Foebane... he dwelled as Thane in Mithril Hall) until the last of their adventures when Lord Romul encaged himself willingly in struggle with the Elf Eater until his life force runs out and the Elf Eater's essence is passed onto a new vessel.

Now this lords of adventure have made their ways...

Thane Xavious Foebane (Dwarven fighter, Fist of Moradin)
Theurge Magus the Crow of Mystra (his soul lost for the time being in the Shadow plane)
Ramas Mepheit (Tiefling Sniper)
"Shorty Fingers" (Elven thief and shadowdancer)
 

We are converting the Boathouse (small castle/fort?) in my group's Temple of Elemental Evil game into a fortress and monastary of Pelor. Oh, in the same game we also took out the crew of a pirate vessel in a nearby town... so we now have a patrol boat to keep the land safe. My paladin agreed to let the rogue run our navy and use the boat to establish a guild as long as he used it for mercantile purposes.

We have a paladin (me), cleric, and monk of Pelor as well as a rogue who agreed to convert for all the wrong reasons (healing and a share of the money).
 
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I run multiple groups.

The epic party has multiple home bases across the world (the Temple of Elemental Good, the Halls of Healing, etc).

The halflings have no home base but acquired a ship a couple of games ago, so that's as close as they have to a base.

My new, 1st-level, rookie player, co-workers' game party has a home base in Porter's Tenements, a kind of uber-apartment in a ghetto section of a city on Forinthia.
 

I'm running the WLD, so definitively nowhere.

I'm curious about how that will go in the game I'm about to start playing in. My player who decided he'd try running a game started us off at 20th level, so that should be weird.
 

Our group is currently living out of the back of a carriage, repainted to look like a traveling entertainment troupe called "Bones, Beasts, & Boogey," intentionally spelled wrong on the boogie front. How long that'll last really depends on whose DMing. We're doing a pass it around DM style, we each get a week. So far, it's fun. Just wish we could get a couple of the guys to stop plopping us into roadside dungeons pulled out of the back of Libris Mortis, the aberrations book (can't remember the name) or the like.
 

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