Page 121 - Home Impairment

15th May 2012, 6:00 AM in Dragonshy
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Home Impairment
Average Rating: 5 (2 votes)
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Author Notes:

Newbiespud 15th May 2012, 6:00 AM edit delete
Story time!

Adventurers are usually traveling constantly, but tell a story in the comments about players having a home base to call their own.

Notice: Guest comic submissions are open! Guidelines here. Deadline: January 27th, 2023.



Leo 15th May 2012, 6:12 AM edit delete reply
Almost every game I play, our party seems to have a home base. Warehouse, gambling hall, flying air ship, etc.
Ariamaki 15th May 2012, 6:14 AM Base! edit delete reply
Most of my player's games are based out of a single united place-- Those set in modern times usually have them all in college, living together in on-campus housing. Games of Exalted or other fantastic settings lean towards travel, but with a solid fallback / home to touch down on between jags of travel. All bases, all the time here.
Digo 15th May 2012, 6:18 AM edit delete reply
Woohoo! New FiD comic, and on my birthday! :D
My first D&D 3.5 game many years back took the party up into level 21+. Around level 16, the party had so much money that they really wanted a way to stop carrying it around. For some, the raw loot was causing swim check penaties greater than their armor!

The party often passed through the town of "Summerset" in their many adventurers they decided to purchase an abandoned tavern there. Spending some good coin, the PCs rebuilt it into a base of operations. They kept it as a Tavern, but added on private rooms above for themselves. Then they decorated the tavern with items from their past adventurers, kinda like a "Rogues Gallery". Finally they had a name:
"Off the Wall Tavern & INN"

It was a big hit in particular with new 1st level adventurers who wanted to hear the party tales and see the trophies of their many adventurers. Being level 15, they had a good reputation preceeding them.
And with the tavern bringing in money, the place was paying for itself.

It did so well that a former villain (back at level 10, since reformed) purchased the old blacksmith shop next door and built an Adventurer's Guild where new adventurers could meet up, form their own party, and network with higher level adventurers to set off on campaigns.

It was a lot of fun, and I even had a villainous devil come by once to challenge the PCs at the tavern. It played out like a western, the PCs stepping out of their tavern, lining up wit the devil and its henchment across from them.
Dozens of new adventurers and townsfolk watching.

Good times.
Masterweaver 15th May 2012, 7:18 AM edit delete reply
Happy birthday!
XandZero2 15th May 2012, 8:33 AM edit delete reply
Yeah, Happy B-Day to you Digo!

That sounds like an awesome group. I might have to steal your idea sometime for my Dragon Age campaign.
Thud 15th May 2012, 6:20 AM edit delete reply
In my first campeign as DM i ran the party thrpugh riven roar. They were picking out drapes before the second level was cleared out.
Mecryte 15th May 2012, 11:16 AM edit delete reply
Woah! Did your English have a train wreck or something?
Grrys 15th May 2012, 6:22 AM edit delete reply
First off, Happy Birthday Digo, and secondly, I once gave my party a pyramid in the middle of some desert ruins to live in. They loved it because it got them rich. Then they bought a boat.
Guest 15th May 2012, 5:27 PM edit delete reply
A sad tale, sure to resonate with anyone who has ever owned a boat.
Sailorleo 25th Jun 2014, 5:44 PM edit delete reply
Boat: (n.) 1. A hole in the ocean you throw money into. 2. Break Out Another Thousand (see Boat: 1.).
Binary Toast 15th May 2012, 6:32 AM edit delete reply
My story is actually similar to Digo's. It was our first 3.0 game, ever. Literally, we just started playing it to see what it was like, instead of ye olde 2nd ed. Anyway, the campaign lasted a good two years realtime (if not longer), and about two and a half months gametime, during which we spent most of it using the inn "Ye Pansy Dragon" in a town called Warrick as our home base. Right up until we more or less burnt down the town. Plot happened, managed to evac it first though.

Our current campaign has us bouncing the idea of buying a house around, since we're basically in service of a local lord already.
Zuche 15th May 2012, 6:37 AM edit delete reply
Happy Digo day.

As for residence stories, I don't know that I have any. I'm too used to being a CFA that I have difficulty laying down roots for any character.
Digo 15th May 2012, 7:26 AM edit delete reply
Digo day, I like that!
What is CFA though?
Zuche 15th May 2012, 7:50 AM edit delete reply
Ah, sorry. It's short for come-from-away, a term I heard used in Newfoundland to describe people who'd moved there from outside of the province.
modulusshift 15th May 2012, 9:01 PM edit delete reply
Wow. That has got to be the second most demeaning thing I've ever heard an out-of-towner being called.
The most demeaning is gaijin in Japan, which means outsider, or stranger. With a strong undertone of "Why in the heck are you here?" and also "Do you belong anywhere?" In a country where the status quo is to fit in, having an eternal label of "unable to fit in" is a life-ruiner.
Japan has very strong nationalism, and hasn't gone through any equivalence to the Civil Rights acts in the US. So all foreigners are segregated, sometimes even after having lived in an area for years.

After that depressing tale, I wish you a good day. :P
McClaw 16th May 2012, 5:41 AM edit delete reply
In an SF story of mine, those moving to a newly conquered world are called "imports" by the locals.
gindranis 15th May 2012, 6:54 AM edit delete reply
Just to answer the DM's question:

once again an awesome comic, keep it up!
Derpmind 15th May 2012, 6:55 AM edit delete reply
Today on Equestrian Homes...
latinpegasister 16th May 2012, 7:27 PM edit delete reply
oh, I though the link you put was this one:
CrowMagnon 15th May 2012, 6:57 AM edit delete reply
I'm sure it's not as uncommon in modern-day settings, but I GM a "supernatural detective" campaign that's largely confined within a single city, so most of the players have their own apartment, with most missions coming to the PI character through his office.

Of note, however, is when we started our current storyline by having the arc villain kick off his plot by breaking into the apartment of one of the PCs and abducting him.
Mordenheim 15th May 2012, 7:12 PM edit delete reply
Well, that's ONE way to start the party with a bang. XD
Commandodude 15th May 2012, 7:13 AM edit delete reply
Give a player anything he can't use to help him hit things and he'll sell it for gold.


Personally speaking my 4e group got landed in LFR. A shame that since 4e doesn't make much of roleplaying we never got to do anything with it besides mention that we live there.

In my Pathfinder game though, we'll actually be making out own kingdom.
Digo 15th May 2012, 7:31 AM edit delete reply

My party might be against the grain. They tend to just hoard junk and stuff, even things that are useful! Eventually I have to have some villain steal a few forgotten plot items from them so that they'll go through their inventory and sort it out.
Zuche 15th May 2012, 8:20 AM edit delete reply
No version of D&D makes use of role-playing. The grognards chewed out 1E newbies for our love of weekly hackfests, and those were no less prevalent in any addition since.

What 4E has done is streamlined operations to allow for more efficient tournament play. Players are no less able to layer personality and interaction on top of that as they see fit. The 4E DMG2 even does a better job of elaborating on that process than any previous edition, laying out the process by which a group of players establish their ties to each other and the setting before the campaign even begins. I've known several groups that have one combat encounter every second to sixth session while the story continues to move forward.

I haven't seen a lot of this in the Encounters program, but that's set up to accomodate drop-in players as well as its regulars -- as well as store staff that are already staying after hours. It still happens there, but a lot of people just prefer to cut to the chase.

UrzaMTG 15th May 2012, 7:18 AM edit delete reply
Back at my LGS, the owner ran a "Living Campaign" out of Ptolus, Monte Cook's testing realm. The world is essentially a massive city where everything in the D&D universe could live in cohabitation. Everyone lived somewhere in the city (and needed to explain how they lived there, of course). The idea was that every character needed to have a profession outside of adventuring, to fund their operations. The campaign was open to anyone who was a regular at the store. Each week a number of slots were open for each GM who would be doing a session that week, representing job postings at the local adventurer's guild. If your character didn't sign up, you stayed at home and worked for the week, doing profession rolls to see how much coin you earned while not adventuring. The same applied to people who did go on adventures, if they finished before the full week passed in game. It ended up having several dozen characters tied up in it and was a lot of fun for the players and (hopefully) the GMs.
Kaleopolitus 15th May 2012, 7:26 AM edit delete reply
Ho boy, I think this calls for... Was it the Five Adventuring Father's? I can't quite remember, I only saw the name 3 times and it's been some time. But you all would know what I'm talking about.
Guest 15th May 2012, 7:48 AM edit delete reply
If I remember, that was Demonu?
Demonu 15th May 2012, 9:21 AM edit delete reply
I'm honored and flattered that you guys remember that. :D

Yes, the Five Fathers Adventuring party have bought a house at one point in the game, something they wanted to do for a while but taking in Sarah was what made the conclusion final. Of course, the group was having some problems deciding on a house because everyone had their own ideas of what it should be:

- Fighter: for once didn't make much of a fuss, just wanting to have a large enough backyard to practice/hone his skills in. And that it had a kitchen. Obviously.
- Wizard: wanted an entire room for himself that he could turn into his private library and also wanted a patch of land to grow magical weeds and herbs in.
- Cleric: didn't have much demands save for having a (small) private room where he could pray without getting disturbed
- Paladin: same as the cleric but he insisted on an orderly house where everything and everyone would know its place.
- Rogue: due to his background (hailing from aristocracy), he just wanted the house not to be some farmers shack or a cottage but something with a little more style. Also defense systems. Because you never know what things go bump in the night.

Of course, I couldn't satisfy all their demands + they didn't have the money for all of that. I proposed 3 or 4 different houses for them to choose from along with the place they would want to settle. And if debating among themselves as what the house should be like, arguing about just where they would live was even worse.

- Fighter: somewhere away from prying eyes where the people wouldn't bat an eye if you raised your sword against some bloke who bumped into you on the street.
- Wizard: somewhere away from just anyone so that he wouldn't get bothered while doing his research on various subjects of magic.
- Cleric: in a major city, preferably one with an established faith/churches and marketplaces.
- Paladin: someplace where he could interact with/mobilize the people using his skills and heritage.
- Rogue: on the edge or just outside a (major) city: close enough to keep contacts, yet removed enough not to bothered by anyone.

Long story short, they eventually decided on a 2 story house with a reasonable yard in a town that was situated in between 3 major cities. The town itself was build on the crossroad of 3 trading routes with everything you'd expect to find in a non-major but still pretty important town so they wouldn't have to worry about anything. I just took a bit of everything so that everyone wasn't getting the full 100% but also didn't have a reason to complain (excessively). I crafted the backstory (yes, even the group's house had a backstory) so that the house used to be the old village inn but that it went bankrupt/out of style as the town grew bigger. This meant that the house had all the (basic) comforts of your typical inn but now the group faced a new problem: what to do with non-specific rooms and, the most dreaded decision of all, sleeping arrangements... DUN DUN DUUUUUN!

Anyone here want to hazard a guess how they ended up before and after Sarah came living with them?
BadHorse 15th May 2012, 10:19 AM edit delete reply
Well, I guess the Wizard, Rogue, Paladin, and Cleric all wanted private rooms (though in all but the tiniest inns there should be enough for all).

I'm guessing the Wizard wanted the common room as his library.

And somehow, after Sarah showed up, they all ended up in one room together.
Kaleopolitus 16th May 2012, 9:05 AM edit delete reply
Oh man, I love how I was nodding all the way through reading that. I recognized their personalities :D

My most hazardous guess would be that they found some stashed beer that had been left behind, got piss drunk and all turned the common room into their collective sleeping room for the next few days.

What? What else am I supposed to guess? XD
XandZero2 15th May 2012, 8:38 AM edit delete reply

I have no idea what you're talking about (:
XandZero2 15th May 2012, 12:46 PM edit delete reply
I remember this now. That group sounded like it was hilarious.
Guest 15th May 2012, 7:33 PM edit delete reply
Hmm... I would say that the fighter and cleric got to sleep together. That always happens
Demonu 16th May 2012, 5:46 PM edit delete reply
Well, it's an old inn and therefor fairly small. Aside from the common room and the kitchen on the first floor, the second floor has 6 rooms, enabling up to 24 people to stay over night if necessary. It was eventually decided that one room would be the armory where everyone could stash their weapons/equipment and it also functions as some sort of trophy room. Another room was appointed as a general storage room for everything that wasn't a weapon/equipment so mostly food, supplies and other things. Finally, the group decided that a third room would be the "magic room". It was part library for the wizard, who handled most of the security system around the house so he got a little extra, part sanctuary for the cleric and paladin so they could pray/meditate in peace and part storage for anything magical in nature. That leaves us with 3 rooms to sleep in.

Of course, the first night the group spent in the house, it was the house warming party so everyone just slept where they fell down. But after that, it was decided that the wizard and cleric would share a room because the paladin wanted to keep an eye on the fighter and the rogue would sleep alone so he wouldn't bother anyone if he went on a midnight escapade. Of course, this arrangement got cancelled after one night when the paladin awoke with doodles and scribbles all over his face. It then shifted to the cleric and the fighter in one room, the wizard and the paladin in one room and the rogue single. The arrangement hold out for about a week until it got shuffled again because the fighter's less than exemplary lifestyle clashed with the cleric's pious way of life. Also, he snored. HARD. This wouldn't bother the party that much until I started saying stuff like:

Me: "You're facing down the leader of the enemies."
Cleric: "Okay, I start chanting ??? (can't remember). How high to I have to roll to have it effect him?"
Me: "14 but keep in mind that you have a -3 on that roll."
Cleric: "What?"
Me: "The fighter's snoring has kept you up for the past 3 nights and you're having problems concentrating."

So the sleeping arrangements got reshuffled again. The fighter slept solo because the group wanted to avoid any further situations like the above, the paladin and the cleric shared a room and the rogue and the wizard shared one. Of course, from a gaming perspective, putting 2 healers together and 2 strikers together doesn't make much sense but remember, my group are roleplayers first and foremost. The rogue and the wizard sharing a room was because if the rogue decided to go out into the night, chances are that the wizard would still be up doing research/reading so the rogue wouldn't have to wake anyone else.

Now when Sarah joined the group, the options were that either the sleeping arrangements were going to reshuffeld again with one of the group having to sleep in the common room or that 1 of the 3 other rooms had to be joined with another one. It was eventually agreed upon to join the equipment/trophy room with the general storage room by magically enchanting the room to be bigger on the inside and that Sarah would have the free room. Of course, there was the problem of Sarah not wanting to stay alone in a strange room so the first week that she was with the group, everyone just camped in the common room together around a magical fire.

But now everyone has settled in nicely. A lot of fun had been had when the group decided to remodel Sarah's room to be more "cozy" and I had a lot of fun by having players fail their dexterity rolls when holding a paintbrush.
(Yeah, I know something mundane like painting a room probably doesn't require dex rolls but the conceivable shenanigans were too hard to resist)
Kaleopolitus 16th May 2012, 11:57 PM edit delete reply
We will NEVER get bored of reading these stories, Demonu :D
Demonu 17th May 2012, 10:33 AM edit delete reply
I'm happy to hear that ^^
Aeron Nancet 7th Nov 2012, 10:08 PM edit delete reply
I must agree. I like hearing about this adventuring party of yours. Sounds like a load of fun for your players.
Qin the Kirin 15th May 2012, 8:38 AM edit delete reply
odd enougt only on a star wars campaing my playes have something close to a home, the rebel baseon from where the grup, operated. on any other game, well where allways on the move, never stop, to much time on one place
Chris 15th May 2012, 8:40 AM edit delete reply
Oddly enough, my parties almost always seem to acquire a "home base" very quickly, if I don't start them out with one. It makes a lot of sense, I suppose, as I mostly run medieval-themed games, hence no banks in the modern sense. Owning deeds to land is more practical than lugging around a bunch of chests full of gold.

Oh, and since it's been literally months since I've commented and I've just gotten back into things (hi again!), let me say that the first adventure wrap-up was amazingly funny, and I'm looking forward to seeing the players take on a dragon (even if I think that 3rd and 4th edition drastically underpowered them).
XandZero2 15th May 2012, 8:58 AM edit delete reply
Of the RPGs I've played so far, we've had two home bases.

In a Dark Side Star Wars Campaign, I gave the players a secret evil base from the start.

They were in a dark city world not unlike the home planet of the Old Republic in Episodes 1-3, and their base was deep down, basically in the bowels of Hell. They had a docking bay, a secret elevator, and all the comforts of a nice little bunker complex...

-It was really funny because I didn't specify exactly what was in the base, so the players spent a session or two just imagining what the place was like - though, since they were all evil, they ended up blowing the whole place to kingdom come pretty fast. The party went postal and started trying to kill each other, gassed the building, sent killer robots after each other, and began an all-out war at the exact same time that a major villain decided to pay them a house call.

Then there's the Dragon Age Campaign that I'm running now. After the first quest, the players returned an Arl's (Read: Earl's) children back to him, safe and sound, after a lot of Darkspawn (think Uruk-Hai) and a lot more treachery.

I wasn't even intending to give the party a base at this point, but the players surprised me when the Arl's wife, who was impressed by their commitment and honesty, said something along the lines of "If there's ever anything else I can do for you, please let me know."

-Apparently, the party mage already had an idea. He wanted to be the royal Steward of the Arldom - and seeing as the last Steward had just tried to kidnap the Arl's kids - the position was open.

I was so surprised when the mage asked that, I didn't know what to say.

At first I thought, NO WAY! YOU'RE A LEVEL 1 MAGE!

-But then I considered it for a minute, and that mage, Gadrik, had really impressed me during the adventure. He'd fought hard, role played like a baus, and actually even made me cry when he talked with the Arl's little girl. He was even brave enough to shame the Arl for not spending more time with his kids, and in the end, I felt like he'd earned a title.

So, the Arlessa (the Arl's wife) talked with the Arl and convinced him to take on Gadrik. Gaddy became the new steward for Arl Neruda, and the rest of the players were free to come and go from the castle, just as long as Gadrik gave the okay.

-Because of this, at first I found it hard to decide how to get the players moving on to the next adventure - they were just so content and happy hanging at the castle - but then I finally decided to invoke duties of the steward - and now the party's off on a recruiting drive for the Arl.

Kaleopolitus 16th May 2012, 11:34 AM edit delete reply
Rewarding players is the best <3

Btw, they saved the Arl's children and were still only level 1 after that?
MWS 15th May 2012, 9:03 AM edit delete reply
I've had characters with all sorts of home bases: houses, abandoned fortresses, ships, pocket dimensions, rented space from server farms...
Hennith95 2nd Jun 2012, 11:44 AM edit delete reply
Pocket dimensions are fun. My group got one towards the end of a campaign, but it ended a few sessions later. That was okay, though, since in our next campaign, the cleric of the god of travel started off with a small magitech airship with just enough space for our party to live in.
Destrustor 20th Jun 2012, 7:22 PM edit delete reply
My DM always makes things too epic too fast, so we eventually end up with ridiculous home bases pretty quickly. Most games have at least one Mordenkainen's magnificent mansion. I once had a ring that let me call one at any time, Which I paid a ridiculous sum of money to have modified into a persistent, continuous pocket dimension which housed an entire planet. The portal opened up into the mansion as usual, but you could just walk out into the world beyond. I used it as a safe haven for an entire oppressed race who eventually named me their leader. And that was just my character's PRIVATE home base.
In another game we actually lived inside the home plane of a god whom we were friends with. It also housed an entire planet where each player massively invested in and gained complete monopoly over one and/or several industries. I had perfumes (inherited family business), honey(because all my flowers needed to be pollinated somehow) and most of the fishing/shipping industry(my town was near the ocean and I needed a way to deliver my goods to the rest of the world, so: massive boat fleet!)
Even when the base starts out cheap, it escalates awfuly fast. If we don't have a home base in a pocket dimension by level 10, we're doing it wrong.
Kingkirby 15th May 2012, 9:42 AM edit delete reply
I'm currently in a pirate campaign, so I suppose you could call our ship home base. Though, according to our DM, we should be getting a ship of our own around level 8 or so (we're currently level 3 and working under an NPC captain)
Xander Cruize 15th May 2012, 9:52 AM edit delete reply
My players are usually traveling constantly (they get bored otherwise.) But there is one where they have a huge multidimensional mansion. Each floor is tied to a different world, though it doesn't have doors leading out onto them.

First floor is the main world we play in and has a kitchen, living area, and a couple of bedrooms. Below that is a gigantic basement that stretches larger than the house and its neighbors three houses down. The second floor looks out over a plane of fire and has a library, a magical experimentation room, and four bedrooms (including the master bedroom where the party leader and his wife stay.)
The third floor is a gigantic trophy room with nothing else in it but the stairs leading up and down. Above that is the attic, where the cleric stays. The attic is one good sized room with a bed in the corner, and then a door that leads into a glass-domed room, showing the stars and scorched, barren planes below. There's usually a silver dragon perched on the roof, and he and the Cleric get on quite well.

Of course, one player had to name it. It's a horrible mangling of any language.
Él Mäñsìön dé Müstãché Cäsh Stàsh
A guy who likes ponies 15th May 2012, 9:55 AM edit delete reply
I'm in a campaign currently that isn't exactly being taken too seriously, but it's quite entertaining. We still follow the rules and everything, but there's only 2 people in the party; a fighter and a bard. Me, being the half-orc fighter wasn't too bright, so after both of us were done with work for the day, we decided to try and figure out what to do for the rest of that time, and my suggestion was to go to the edge of town and stand in the middle of the road until "scum and villainy" (Chaotic Good) came to find us so we could fight it.

After standing in the road for about an hour, a bunch of guards brushed by us, and we asked them what they were doing this far away from the castle. Apparently there was a Noble who was harboring deserters from the war, and it was their, now our, job to get in and arrest them. Although since We weren't part of the guard, if they were to "find" the corpses of the people in the house before they got there, there wouldn't be much they could do.

So we raided the house and took care of anyone we came across, stealing everything of value we saw along the way. It WAS a noblemen's house after all. Eventually we found the noble, who almost tricked us, but we ended up killing him. Then while continuing to search the house, we came across the deed, which due to the way this noble's family works (even though this guy in particular was shunned by the rest of his family) is that once they die, they give up their things, and even the Deed clears itself. So we signed it, and started to put back all the things we stole from ourselves. We checked back in with the guard and told them they could leave our house now.

Long story short, basically we started out just trying to find a random fight to level up real quick, and ended up with a house at level 4. We even had a maid to help clean up the blood.
moocow1452 15th May 2012, 9:55 AM edit delete reply
Why can't GM have her sell it for two bits or whatever they use? It's a cloud and she can just make a new one, but so can anypony else who could use one.
Derpmind 15th May 2012, 2:45 PM edit delete reply
Rainbow Dash's house isn't just a normal shapeless cloud. It's been constructed into it's house shape, it has lots of furniture and generic house stuff and even a rainbow-fountain.
Zarhon 15th May 2012, 6:06 PM edit delete reply
They even have pegasus constructions workers (remember the cloud pneumatic drill?). That stuff don't come cheap.

Plus RD would use her gold to make herself incredibly overpowered. PCs always do.
BadHorse 15th May 2012, 10:14 AM edit delete reply
I was joining a game of D&D with not too much idea what was ahead of us. I had come up with this great idea for a rogue.

He didn't pick locks or pockets, but he was a criminal.

He was a master of disguise; I bought all the different outfits, some cheap jewelry, a dozen holy symbols, had UMD to fake wizardry, etc. etc.

Naturally, as a master of disguise, and having points left over, I also had some ideas about what he did in his everyday life. I asked the DM and was told I could live in a town and have a shop/home.

I decided my guy would be a pawnbroker. He had scribing skill and would sell that service, and was also a novice gemcutter, so he had a profession and a craft to fall back on.

Of course, he was also the town fence.

Yup, I was all set up with my shop and my rooms above, surrounded by various worthless trinkets, had my trunk of disguises, and my loaded crossbow ready for trouble.

Trouble = DM in this case.

So while I started the game in town, we apparently all needed to head out into the wilderness immediately.

However, we weren't an established group of characters, so he had to motivate us all to go. He sent some NPC (not a criminal contact of mine; some official or something) to ask me for my help, as they needed my "skills."

I asked if they needed some papers drawn up or witnessed, or if they needed some gems cut.

No, he said, my other skills.

Necessarily playing dumb, I asked if they needed something appraised.

(I think he really wanted a standard trap-tripper, but he never mentioned a need for disguise, not that he should know about those abilities anyway).

Long story short, he had the bad guys set my shop on fire and caused a street fight to get me to fall in with some of the PC/NPCs for mutual safety.

I don't think that one lasted more than a session or two, which sadly was par for the course in those days.
The Guest 15th May 2012, 10:26 AM edit delete reply
I'd let RD sell her house... And deal with the consequences of being homeless. Not to mention deducting the unpaid portion of her loan, taxing the rest as income, and announcing that the sky-based real estate options in Ponyville were practically non-existant, whereas ground-based properties had been growing in price so buying a new home would tap her out. Homeless or broke. Wonderful options.
Digo 15th May 2012, 10:48 AM edit delete reply
So basically what you're saying is that the viable market of selling Cloudsdale land is... up in the air? ;)
Bronymous 15th May 2012, 2:07 PM edit delete reply
The Guest 15th May 2012, 5:54 PM edit delete reply
Actually, I was saying that if RD wanted a new cloudhome in Ponyville, she'd find herself... grounded.

Colin 16th May 2012, 4:13 AM edit delete reply
*slow clap*
Digo 16th May 2012, 5:08 AM edit delete reply
I found a new pun friend. :D
McClaw 16th May 2012, 5:49 AM edit delete reply
New pun friend? How about...

RD sold her home and can't buy it back became it became vaporware?
Zuche 16th May 2012, 6:44 AM edit delete reply
Does Rainbow Dash own any stuff? Without it, I'm not sure if a pegasus needs a house. She can use any cloud as a bed and set it up pretty much anywhere she wants.

She don't care. She's RD.
She can make the sky home free.

Before anyone points out how cold it might get up there in winter, here's a question: How do you heat a cloud home? Cloud "walls" don't sound like they provide much insulation and the floors wouldn't support fireplaces very well either.

Gosh, no wonder Rainbow Dash is blue.
The Guest 16th May 2012, 9:47 AM edit delete reply
Admittedly, finding consequences for being homeless would be harder for ponies, but I'm sure the DM can come up with something. At the very least, enact vagrancy laws.
terrycloth 15th May 2012, 11:37 AM edit delete reply
We played one campaign where we were a bunch of kids who lived with our parents, studying to be wizards and secretly joining the theives' guild. That was one of the few campaigns where we didn't destroy the world.

And of course we've had lots of games with airships as home base. In one of them we ended up building a huge pirate armada and basically conquering the world.
Jellybean 15th May 2012, 1:11 PM edit delete reply
I'm actually running the Kingmaker adventure path right now for some friends, which means that there's a trading post which is very much 'home' for them. In the long run they'll be building their own little kingdom, too, so this is very much a game about having a home.

Of course, it's also a game where the dwarf barbarian has come to be known as the Bearded Woodchipper. Some things never change.
Bronymous 15th May 2012, 2:07 PM edit delete reply
My group always ends up with somewhere to live. In one Campaign (the one where we began discussing the economics of running two whole kingdoms), we ran into a Deck of Many Things, and I ended up with four wishes- two of which I spent on a flying airship. So that was our first home base.

After a few sessions we deposed a King who was debatably corrupt, and more importantly had pissed us off. We ended up clearing his mountain fortress/castle, and took over as regents of the city-state around it, so that was our new home it came with an evil cave and a Tyrannosaur pen). Then we took over the next nation, and then the campaign fell apart, but we probably would have ultimately ended up with a Capitol building for each of us to call home.
xuincherguixe 15th May 2012, 4:22 PM edit delete reply
There's little debate as to if you guys were corrupt by the sounds of things.
Bronymous 16th May 2012, 1:41 PM edit delete reply
Not even. We didn't have really any shady, ulterior motives or anything. All of the Good characters all thought it would benefit everyone by unifying the kingdoms and streamlining the economic and legislative aspects. I was the only Evil character, but I was Lawful, so I had no intention of running any kind of corrupt government, nor would I falter at killing corrupt officials to make it a point.

The wizard wanted to open a training grounds for magic, I was in it for the military force that would be at my disposal (including battlemages a la the wizard), the rogue wanted money.

Really the worst part about it was that we decided we had to use slave labor, but really, what great nation hasn't?
Innisa 15th May 2012, 2:25 PM edit delete reply
Everytime I play a game, I lose my home base, or my DM doesn't let me return home... Usually the tavern is our home base... what does that say about us players?
Bronymous 15th May 2012, 3:53 PM edit delete reply
It says you probably shouldn't look into buying your own home just yet.
xuincherguixe 15th May 2012, 4:05 PM edit delete reply
That you're doing a good job?
Zarhon 15th May 2012, 4:11 PM edit delete reply
It tells you to keep the dwarves / fighters / warlords / low-con spellcasters / necromancers away from the bar.

To quote Diablo III....

"This is terrible for business!"
Innisa 16th May 2012, 7:13 AM edit delete reply
Yes, especially since most of the players always have the lowest cons you will ever see. Then the GM sends us into battle drunk... ah, good times.
Zarhon 15th May 2012, 4:07 PM edit delete reply
That's not how you profit from GM assigned goods Rainbow Dash... You sell your parents into slavery instead! That way you can not worry about them being kidnapped/killed, and have a free personal rescue quest to do later!

GM's seem to have three options when PC resting/housing/non-aadventure time is concerned...

1) Players sleep at their current locations (inns, forest camps etc...) without any permanent residence, unless backstory specifies it (they probably won't visit those often though). They usually share a "group mount" that let's them carry their stuff around, such as a flying rug, small caravan, or sailboat.

2) Players each have their own housing which they have complete control over (for a price). Each also has some means of transportation and their quests revolve around the general area that they can reach quickly.

3) The players don't have their own housing, but share a common base of operations, that may or may not be mobile. Examples of this can be large ships, starships, castles, forts, mansions, large caravan groups.

Personally, if I was in a campaign I'd try to get a mobile base of operations, such as a carvan that can be set up into a miniature garrison. If I had enough magic/gold available though, I'd turn that caravan into a TARDIS caravan (Caravan on the outside, magical mansion with personal space for all of the group on the inside + planar travel abilites, similar to the ones nicked from the giant in the Something Awful D&D group).

Also, happy belated bday Digo!
Zeeth 15th May 2012, 4:09 PM edit delete reply
Last game of Pathfinder I played in, the party was stuck hanging around the region's major city because we had a criminal fine that had to be paid off (and if we vanished we'd never be able to return to that city). So what'd we do? Paid it off by hunting undead in the local graveyard and sewer system (and falling into the first major plot of the campaign).

Several of the characters had either a home or hospitality in the city: the paladin stayed at the temple or an inn, one of the fighters was actually a housewife when she was in town, and my druid often camped in the nearest bit of woods to be found (yep, typical fantasy world, there are forests near large cities instead of just miles and miles of farmland) and actually managed to support himself by selling fish, fishhooks, and scrimshaw. I think the other characters stayed at an inn most of the time, but I'm not entirely sure; we didn't make a big deal out of it. Whenever we needed to gather, we'd meet either at the usual inn or at the temple.
xuincherguixe 15th May 2012, 4:20 PM edit delete reply
It wasn't until late in European history (16th or 17th century I think) before land was something that could really be exchanged. Generally it only changed hands when the previous owner died.

Some people say that the real reason the industrial revolution started, was that land owners were given the ability to sell their land. Or more often, put them up for collateral for loans.

Why I bring this all up... is that if the game is historically accurate (ha ha ha), Rainbow Dash *couldn't* sell her property.
Bronymous 16th May 2012, 1:46 PM edit delete reply
What part of anything even remotely relevant to this is considered historically accurate?
xuincherguixe 16th May 2012, 6:19 PM edit delete reply
Hence why I was laughing mid sentence. Couldn't keep a straight face.

That being said, I also wanted to point out that sometimes we introduce anachronisms without even realizing it.
Guest 15th May 2012, 4:55 PM edit delete reply
Can we see what powers everyone has, or will you keep that secret to surprise us?
Colin 16th May 2012, 4:29 AM edit delete reply
I want to know what feats they have.
Anon 15th May 2012, 5:53 PM edit delete reply
I seem to be in the minority of parties who didn't really have a home base to speak of. (Granted, a large part of that might be due to doing self-contained campaigns instead of keeping the same characters for an extended period.) Most of the time, the closest we had to a base was either the ship we were taking from point A to B, the local IST regional base, or the RV we looted to plow through the zombie hordes. (Well, okay, we also had a tank and some mobile artillery that time. I still say "danger close" is still sufficient range to drop white phosphorous as long as you make the rolls...)
Bronymous 16th May 2012, 1:51 PM edit delete reply
Which rolls? The rolls to see if it hits the target, or the ones to see if it hits you AND the target? Or the rolls to see if you accidentally breathe it in? Or get substantial burns? Or choke on it?

You might just want to spend a turn backing up a few hundred feet.
Mocken999 15th May 2012, 7:13 PM edit delete reply
In a game of Ironclaw a friend of mine was running Everyone had there own houses and there was a fair amount of roleplaying of what we were doing in them. For example our mage was doing magic research and our bounty hunter part-timed as a blacksmith.

Of course the problem with this is we ended up taking forever to roleplay meeting up; our most recent sesion it took almost 45 min. for the party to stop screwing around and join up with my thief to start the journy to finish our quest we had been working 8 weeks on
Urthdigger 15th May 2012, 7:49 PM edit delete reply
The only times I've had a residence in D&D games, they were portable. Sometimes they were simple tents and shelters, but in one session that lasted a few years (The one with Sakeek, from the other stories I've told here) we had something a bit more extravagant.

Our first roaming shelter was when I got the Mage's Magnificent Mansion spell. The DM ruled that the caster can decide exactly how their mansion works,assuming it fits within in the space of the spell. My wizard, being an artist at heart, developed beautiful mansions with murals depicting their adventures along the walls.

He'd also taken a custom prestige class that granted a few bonus ways for his weasel familiar, Sakeek, to help out with spellcasting. This allowed the weasel to aid with any portion of the spell he could, such as targeting if the wizard was blind, performing verbal (Another ability of the prestige class gave him speech) or simple somatic components, or in the case of the mansion spell he could supply the blueprints. Now, Sakeek was also an artist, but while his master favored contemporary art, Sakeek was more interested in the likes of M.C. Escher, Salvadore Dali, and Picasso. His mansions were bizarre at best, and absolute mindscrews at worst. The rest of the party eventually demanded he not be allowed to help make mansions anymore.

Later in the campaign, we managed to piss off a demon who we really didn't want dead (Long story short he had something we needed). During the chase, we developed a plan, and had Sakeek finally get permission to make a mansion once more, with the added note of "Make it your best." We wound up with a series of platforms suspended in a void (Technically only the platforms were part of the mansion, so he was able to space them out), where up and down were only relative to a single platform, and doors on each platform led to others with no rhyme or reason. After doing our best to slow the demon down, we eventually managed to "lose" them after taking a few doors with a lead, and wound up with them on a platform above us (and conversely, us above them from their point of view) where we were finally able to conduct our discussion civilly.


Now, as far as real houses go, most of our characters had some desire they had from the start of the adventure, something they latched onto as "Someday I'll have that." For my wizard, this was the big bad's badass cloak, which constantly blew in a wind of its own. Sakeek, as usual, had grander dreams. He wanted a massive floating castle to call his own, with the greatest harem of women the world has ever known.

As the campaign went on, most of these fantasies were forgotten as we were busy trying to save the world and other such selfless things. So, imagine our surprise when one of the major cities we've been to turns out to have been built on top of an inter-dimensional warship of immense power, which is pivotal to our plot to save the world. Rather than evict everyone, the ruler decided to let us drive the city, and gave us all our own places in the town (My wizard became the new archmage with a magic school to call his own). Meanwhile, Sakeek looked at the revelation with complete and utter awe before asking "Sweet! Now where's my harem?" The city and the party routinely denied his request to turn the park into a "wildlife reserve". They also turned down his requests to drive, or to operate the weapons systems. Being 1 foot tall gets you no respect, no respect at all.
Kaleopolitus 16th May 2012, 2:55 PM edit delete reply
Sakeek Party Leader 2012!!!
Crow T. Robot 15th May 2012, 8:31 PM edit delete reply
We worked out of a large tavern in a heavy port town. It was a "High Seas" campaign, a mix of Dumas-style swash and buckle with some Russio Finnish goodies. Think The count of monte cristo had a drunken fling with The Sword and the Dragon(Mst3k version!). So we were always moving around, but The Keg (Just "the Keg" We don't need no fancy signs yah gruellers.) was where we wound up to spend our gold and woo our wenches.
The bartender was a dwarf (Naturally) who kept a fleet of workers. We found out why a long time later, but that's another story. With all those new faces, one face that never changed was Mopp.
Mopp was an elf. A scrawny, hunched, sort of dirty Elf. No one knew where he came from, and he never really talked, but he'd be there every night, with his mop, mopping and cleaning the floor.
He eventually turned into a bar mascot, like a cat in a bodega, always there, hovering around, but harmless.
Until the Lizardfolk came to visit The Keg.
Turns out, Mopp was a Wild Elf, who ran to the port years ago because his clan was wiped out by the 'Scales.
Turns out, he was also a monk. a Vow Of Poverty'ed monk. Who, upon seeing a mob of 'Scalers crash into the bar, proceeded to literally mop them to death. because"disgustingly dirty mop" turns into a ranged grapple weapon when in the hands of a really pissed off, chittering wild elf.
Akouma 15th May 2012, 9:12 PM edit delete reply
My campaign has so far had two bases the players operated out of. They started in the city of Rockhaven, promptly escaped from it, and defected to the drow. Their home base for the majority of the campaign was the capital city of the drow nation, and its name escapes me at the moment. At the climax of the first story arc, they return to Rockhaven as conquerors (at this point they may sound evil, but I promise you they ARE the good guys), right as an army of demons burst from the palace square, sacking the city and conquering the surrounding area in roughly an hour. The rest of the continent went in under a week. Now their NEW base is the last holdout of their civilization in the dwarves' mountain compound. In both cases, their travel times to the distant lands they see is shortened by a macgu- I mean invention by an NPC that lets them teleport basically anywhere. (Non-abusable because the PC's have no idea how to calibrate it. It's basically a 25-column-Rubik's-cube with ancient runes instead of colors, and they've never even been told what any of the runes mean. Basically, if they were to give it one twist THEN activate it, they'd probably wind up in another dimension.)
xuincherguixe 15th May 2012, 11:34 PM edit delete reply
For our group? It's a bit complicated because we travel a lot.

My Rogue/Wizard and our Cleric/Wizard have rooms at the wizard academy in the capitol. Well yeah, that makes sense.

Our Monk has been living at a monastery. Where he's been studying Plato with the serial numbers filed off and Kung Fu.

Our Ninja at best is living with another vigilante. There's a lot of vigilantes in this game.

And our Bard is Mayor of a small town.

That sounds impressive. It hasn't really helped too much in game play so far, but that doesn't mean it won't. For the most part it's just kind of cool.

I'm hoping that at some point we'll be awarded land so I can use Wall of Iron and Fabricate to make the most metal castle ever. Literally and figuratively. Spikes everywhere, cover things in black paint. Keep a fire going on top of a giant metal skull.

He is a good guy though. And well that doesn't mean I have to be color coded, giving the Elderly heart attacks doesn't exactly help society which is the whole reason he's a wizard in the first place. Maybe he'll put peoples fan fictions on the walls or something.

In theory, I could still build all that stuff in the village of our Bard... but they're elves. Don't see them wanting thick metal walls all over the place.
Dragonfodder 15th May 2012, 11:43 PM edit delete reply
I've been playing a epic-level game where the DM has given us a small kingdom to our name. Each time we're at home, we get revenue from the peasantry, and our home base has some modifications that we can improve with our gold income. Sofar, we have the great dwarf Tordek, who has been hired as the captain of our guard, and some cleric who has not been nearly as awesome as Tordek sofar. (apparently, there was literally 0 crime while we were out.) Either way, with my Sorcerer's ability to make portals and pop in-and-out as needed, it is nice to have a place to keep the summoning circle open.
Kato 16th May 2012, 12:21 AM edit delete reply
Not really a home base but we are just running a campaign where we just build up a tavern where we spend most of the time not adventuring and park the players who are absent at the time.
Digo 16th May 2012, 5:14 AM edit delete reply
In my current D&D campaign, I introduced some late victorian steamtech concepts. The most popular one is the airship. I'll spare you the details on how it works, but when the PCs purchased tickets to travel on one, they found it so efficent for a base of operations that they paid the captain (an Artificer) a retainer fee for exclusive use of the ship.

This made sense for traveling adventurers-- give them a mobile base of operations. Since they didn't technically own the airship, they couldn't do anything crazy like modify it. Yet it works because they can pay the captain to take them where they need to go and it can sit outside a town/dungeon/castle/outhouse as a base of operations to go back to when it's time to go delving into an adventure.
Crimson Doom 16th May 2012, 5:27 AM edit delete reply
Crimson Doom
One of my groups basically operates out of a small town, staying in an inn of questionable comfort. They're low-level, though, so there may be hope for them yet. :D

On the other hand, I'm also starting a campaign on Saturday in which the PCs will be in a tournament for the position of KIng's Guard and as such get to stay in the palace as long as they're in the tournament. Not bad at all. :D
Daga Yemar 16th May 2012, 9:44 AM edit delete reply
I'm currently running a World of Darkness game, and one of the very first things I sent them to was an abandoned mansion on the outskirts of town. It was the home of a family of mages who were slaughtered by a pack of vampires, much like the ones that make up the party (hint, hint). The father had managed to put himself into magical stasis in the basement, still barely alive but unable to defend himself. His daughter, also a mage but now a ghost, haunts the mansion and was leeching away his magical aura to fuel herself. She had a small army of magically controlled marionettes, think Pinocchio crossed with Chucky, under her control who could grew wooden stakes from their bodies at will. The mission I assigned the party was to enter the mansion and find out why every vampire sent to examine the place was disappearing. I wasn't pulling my punches and fully expected at least one of them would get taken out before they escaped to report back.

And what happens? They murder the father, befriend the ghost daughter without using trickery, and take over the mansion for themselves. They now have a mage specter and an army of creepy puppets on their team that they've used to wipe out two other antagonist group so far. oh, my best aid plans...
Princess_Lun 16th May 2012, 4:03 PM edit delete reply
In the D&D game I run the PCs have a haunted ship they rid around in. They also hijacked a gnoll village and the population therein. I don't entirely know what else to say, just that, really.
DCHorror 17th May 2012, 9:14 PM edit delete reply
As a DM, I once set up an old castle that the players could make a homebase out of, supposing they could defend it from the advancing goblin hordes.

They didn't bite and chose to leave after ransacking the place.
Miri 20th May 2012, 2:08 PM 13thSyndicate edit delete reply
In my frontier campaign the adventurers have a small settlement/fort set up where their airship originally landed. There's a pair of sleeping barracks, several magitek-constructed huts (nicknamed Toonk Huts after the sound the machine makes)that are set up to be storave areas, etc. , loading/unloading areas for the airship... It's a pretty neat little setlment if I say so myself. Eventually, the characters are gonna end up leaving, but every so often they'll be able to come back and see how the town is growing, especially after the next wave of teams comes though after them.
Raxon 21st Jun 2012, 7:10 PM edit delete reply
I have some plans written down somewhere for the party to get lost, and end up in the mountains. They find a fortress carved into the side of a mountain, with a massive drawbridge over an almost bottomless chasm. Upon walking up the drawbridge, they find the place deserted, other than bones all over. It turns out that a massive creature got loose fortress, and the dwarven inhabitants could not kill the beast before it wiped them out. The beast is something large, that can't escape the confines of the fortress. The one I used was a roc.

Now, after killing this beast, there is nothing stopping the party from claiming this impregnable, magnificently crafted fortress. There are lavish, detailed murals carved all over the walls, floor, and ceilings, inlaid with precious materials. There are many very finely crafted beds, furniture, and weapons in a barracks. Even the kitchen is decorated in opulence. It's like the whole place was inhabited by nothing but kings!

Then they find a room a room that completely takes their breath away. It has the finest anyone in the party has ever seen. Everything, including the walls, floor, and ceiling are made of platinum. They're all carved with the most incredible murals of any before, and all inlaid with the most precious of gems and metals. Everything has beautiful carvings all over. The only thing that seems out of place is a single iron lever on the wall. That lever connects to to a 15'x15' trapdoor directly in front of it, which opens to a pit of spikes.

It should be at this point that the party realizes that these dwarves were completely insane. There are levers, pressure switches, all manner of obvious triggers. And they're everywhere. There are a dozen small bedrooms filled with spike traps, each with a lever that sets them off. There are several long, narrow corridors with obvious pressure switches in the floor, and chained manacles at the very end.

There are almost fully automated slaughterhouses, still dumping a corpse every few hours often into a butcher shop. On the positive side, It is the most valuable slaughterhouse you've ever seen, with the stalls and pens being made of gold, encrusted with precious gems, and as always, there are murals everywhere. There is a farm deep below, which has enough subterranean crops to feed an army. There are forges, and all manner of workshops for making anything the inhabitants could want. The entire fortress is completely self sufficient.

All in all, this is an awesome fortress, even if it is utterly horrifying. If the party sticks around until nightfall, they'll learn that the place is haunted! It's all cool, though. the ghosts of the former residents are delighted to have guests, and insist on throwing a party! If detect evil, or sense motive is available, they're not evil, and they really do want to throw a party.

If the party of adventurers explores enough, they'll find truly terrifying weapons, including a device that pumps lava from deep, deep underground, and fires massive quantities of it at basically any target. This device can rotate 360 degrees, and be aimed pretty much anywhere that isn't the mountain. There is also a room made of solid mithril, where lava is pumped in, followed by water to cool it quickly. The resulting obsidian block would take a while to break through.

The ghosts return and see that the party has found the best traps and weapons, and they decide to throw a party to celebrate! It turns out the ghosts will throw a party at the drop of a hat. It also gets old pretty fast, seeing as how they can't supply food, or drinks, or decorations.

So there you have it. The party can claim the fortress, or abandon it, or heck, they could even leave a couple guys behind to watch the place, and keep anyone else from claiming it, while the rest go and find a king or someone who would like to purchase it. You know, after they clean up the roc corpse, and empty and clean the butcher shops. This is directly inspired from another game I like, Dwarf Fortress. Because only Dwarf Fortress could turn the simple task of exploring your new home into a full campaign, without resorting to something like shrinking the party. The fortress is genuinely big enough for at least four months' worth of once a week sessions. And dangerous. Don't forget dangerous.
Vulpis 30th Jul 2012, 1:38 AM edit delete reply
In other words, the party discovers Boatmurdered? ;-)
EveryZig 3rd Jul 2012, 9:42 AM edit delete reply
In one group the DM PLANNED for us to have a home, but our psion got it destroyed the fires session after we arrived there...
Aeron Nancet 7th Nov 2012, 10:20 PM edit delete reply
As of yet, while my character and *most* of our party study at a school of magic in Mulhorand, we've been travelling all over the Realms and Ravenloft that we don't really have a place to call home much, and it won't help my character out due to his backstory of being a Vistani (Gypsy) of Ravenloft, so he will start to take penalties and get cabin fever if he's in the same place for too long.

I could always get my own cart later, or something, but I'll never have a fixed residence. However, considering some of the loot I've currently got stashed in a bag of holding, any guests I have will definitely have impressed reactions.

Guest: (pointing to a tapestry on the wall) "So what's this?"

Me: "Oh, THAT is an elven tapestry that predates the raising of the mythal in Myth Drannor. I stole it from a tower in Thay."

Guest: *He's going on the Christmas list*
Ann lies 28th Jan 2013, 6:44 AM Totally not a ripoff of Howl's Moving Castle... edit delete reply
In this game I am currently DM'ing our group has access to a magical cottage owned by a gnome and a being made entirely of thought (a dream entity, of my own invention). The cottage is rather large inside, but from the outside it appears to be a small one-room shack, it obviously has TARDIS Syndrome. The cool part is that a the door there is a mailbox with some sort of magical being in it. You can write a letter with the general location you want to go and place it in the Mail Box. Close the lid and the mailbox will send you a letter with your address, the entire cottage having teleported to the nearest open lot to your stated destination. It gets pretty useful, seeing as the city we are in is being invaded by Varakhut. This is also the same cottage where my dear friend made the mistake of punching that gnome...
Nyerguds 29th Nov 2013, 5:51 AM edit delete reply
RD: So how many gold do I get?
GM: Your house is a big villa-slash-palace made of clouds, floating in the sky. As impressive as that is, Ponyville is a mostly earth pony village, and nobody there wants it, since they can't walk on clouds.
RD: ...dammit.
Kale 8th Jul 2015, 11:04 PM Mayor Dwarf edit delete reply
When playing a darken cleric, I built a temple, was then elected mayor by popular opinion of the locals despite not campaigning for the positron nor it even being an election year, also his social skills were utter crap because he had no Charisma and no Intelligence. One of the other players decided to commit project mayhem in the town, a second was working for the big bad the whole time, and a third was pressed into service under pain of death by said big bad. The big bad was an old red dragon. The DM decided things weren't stacked enough and brought in an evil cleric too when the red dragon decided to come destroy the town. So it was down to my LG dwarf cleric, who wasn't a very good cleric either and his best buddy the power gaming rogue versus everyone else, plus an enormous dragon and his evil cleric minion. Things did not go well.
ArthurRex12 2nd Jan 2017, 10:37 AM Dungeon Master Supreme edit delete reply
I just ran a session on New Years Eve that began a new campaign, and the players are already well on their way to turning the starting village into a small city. Their explorations revealed that some demon worshiping anti-paladins called the Hellsworn were rallying the local bugbear and orc population into raiding the village. Through judicious role playing and some clever thinking they managed to defend the town, gather reinforcements from one of the larger cities, and even train up some of the able-bodied villagers to boot. Now that the rebuilding process has begun the town is on its way to becoming a full fledged city, thanks to a bolstered town guard, a real military presence, and genuine fortifications.