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What is the “home base” for your party?
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<blockquote data-quote="Enkhidu" data-source="post: 2982897" data-attributes="member: 351"><p>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.</p><p></p><p>Homebase 1: A sea-side castle tower and the surrounding countryside. Currently being used as a staging ground by an invading army (though the invaders and the PCs have an "understanding" that basically amounts to "we're fine with you being here as long as you're still slaying the giant led goblin army running rampant with the area").</p><p></p><p>Homebase 2: A lone desert tower, once the home of a legendary (and supposedly immortal - though more recent legends state that the immortality was recently revoked) mage. The sorcerer in the party is still exploring it's depths and secrets.</p><p></p><p>Homebase 3: Three estates in three disparate cities - a hovel, a manor, and a house of middling size. Each contains a permanent gate to the Spire, a shining metropolis in an unknown dimension. The Spire is very reminiscent of Sigil in that strange denizens walk the streets rubbing elbows with their enemies, as powerful forces keep the peace. This one was the result of a lucky draw from a Deck of Many Things.</p><p></p><p>Homebase 4: A Series of waystations and boltholes hidden in out of the way locations. While we have not found all of these, and have not found a way to activate the teleport circles that connect them, we have their keys.</p></blockquote><p></p>
[QUOTE="Enkhidu, post: 2982897, member: 351"] 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. Homebase 1: A sea-side castle tower and the surrounding countryside. Currently being used as a staging ground by an invading army (though the invaders and the PCs have an "understanding" that basically amounts to "we're fine with you being here as long as you're still slaying the giant led goblin army running rampant with the area"). Homebase 2: A lone desert tower, once the home of a legendary (and supposedly immortal - though more recent legends state that the immortality was recently revoked) mage. The sorcerer in the party is still exploring it's depths and secrets. Homebase 3: Three estates in three disparate cities - a hovel, a manor, and a house of middling size. Each contains a permanent gate to the Spire, a shining metropolis in an unknown dimension. The Spire is very reminiscent of Sigil in that strange denizens walk the streets rubbing elbows with their enemies, as powerful forces keep the peace. This one was the result of a lucky draw from a Deck of Many Things. Homebase 4: A Series of waystations and boltholes hidden in out of the way locations. While we have not found all of these, and have not found a way to activate the teleport circles that connect them, we have their keys. [/QUOTE]
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