• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Adventurer Bases

Khan Trav

SOC-12
I was wondering if anyone has used a fixed base possibly a hidden or secret base of operations for their players.

Such as an abandoned ancients facility or a derelict ship orbiting a rarely travelled location.
 
My players are into building caches and stashes all over the place. One they put a great deal of time into is built out of ten or so used cutter modules and cargo containers. They placed it in an empty orbit in an uninhabited system off the normal routes so it's pretty unlikely someone will find it. A beacon attached to it responds to a specific signal so they can find it without much trouble. They enjoy their privacy and it makes for a great rendezvous between adventures.
 
On a world with moderate tech level there is a small island with a long inactive volcano. The island is a 'preserve' with no structures or inhabitants allowed on it. The location is often visited by tourists and some scientists. The base is accessed by posing as scientists (access by tourists is restricted so that they don't disturb the scientists). The water is removed from the inside of the volcano and you fly down and through a water tight door. The water is then put back in.

This isn't the players base though.
 
Last edited:
Ok, cool I was wondering about things like this and was beginning to wonder. I like to run a continuing campaign and PCs tend to gather loot and gear and sometimes even ships...
 
Over time my various player characters have become well-known enough (those still alive and more or less regulars) to have various places they regularly hang out and stash their gear, extra parts, etc. It has been a change form past practice where their ship is generally treated like a garage/mobile home/office.

Most are just some warehouse or cargo container at a starport in a good location owned by someone they know and trust. On those occasions when they have had to go to ground that's where they end up.

But in the current campaign they have now ended up on the losing side of a trade war gone really hot and went looking for a place to lay low and work out a scheme to save their necks and help bail out an important patron.

They picked a Red Zone that used to be the major Naval Depot for the subsector prior to the last war. It was evacuated while the Imperial Marines (IMTU...not OTU) made a valiant last stand to rival all last stands (which players in a prior campaign also participated in as civilians contracted to evac the wounded and base personnel - and posthumously earned Imperial Stars for) in order to buy time for the Main Fleet to arrive and throw back the invasion. The system is now locked up as a hazard to navigation and war memorial all in one.

The system is riddled with ship, asteroid, and planetary debris....but it has a gas giant and uncounted places to hide if you are a good navigator and pilot. The background radiation and junk make it reasonably easy to avoid the gunboat patrols if you have the skills and daring. And all that debris contains useful (and free) ship parts that sometimes even still work.

So the players are paying off the Lt in command of one of the gunboats to look the other way if they get spotted (though they are starting to think he is "spotting" them a little too often lately and might be getting greedy) and have staked out the wreck of a 150kt heavy cruiser as their hideaway. It's mainly been gutted from salvage ops when those were still going on, and they have enough room to park their 200 ton privateer, which then doubles as the power plant to keep the section they fixed up as living quarters running when they are home. They are deep enough inside the wreck that they are well hidden from sensors, especially with the iffy reads you get form sensors in the whole area anyway.

It isn't much, but it'd have to be a pretty determined bad guy to run the gauntlet of gunboat patrols and all the junk in the system to find it. And when they leave or enter the system its sometimes like running The Hunt For Red October if someone other than their "buddy" is patrolling nearby and they have to play hide and seek through the system to find a safe exit. They've even started calling it "Archangel" when I pointed that out and start in with bad Russian accents and lines from the movie now when they play.

I swear, if I hear "One ping only, please." in a bad imitation of Sean Connery one more time I'm blasting them with a spinal gun.
 
I thought the ancients base in Twilights Peak would be a good base if it were located somewhere nice like Yori/Regina.
 
Then just have the players find one in a better location. There must be a couple more Ancient things like that all over the place, but find one in good shape is the hard part.

It would need to be so well hidden that only intrepid (and led-by-the-nose-lucky) adventurers would stumble across it.

Maybe in an asteroid field otherwise surveyed as worthless, but some mysterious patron has these old Scout documents and legends of an Ancient base drilled out of ......
 
The water is removed from the inside of the volcano and you fly down and through a water tight door. The water is then put back in.

I don't quite follow this. Are you saying the water is in the crater above the hollow interior (Thunderbird 1 style) and the ship dives in and passes through an airlock into the main chamber? That would make sense, but I couldn't get my head around removing and replacing the water?
 
An old uber-munchkin character of mine had a number of 'boltholes' scattered around MTU.

A typical Bolthole was designed like a 100dT buffered planetoid, but was bored out of the bedrock of a planet, like a deep meson site. It didn't need drives (except power plant) and its fuel tank could support life for over a year. The tank was fed via a purifier from a natural (inexhaustible) water source such as a lake or sea and it had a few remote hangars for batmob... er, air rafts, spacecraft, etc, and a few remote Striker-generated turrets to keep undesirables away in the unlikely event that they discovered the base.
 
I don't quite follow this. Are you saying the water is in the crater above the hollow interior (Thunderbird 1 style) and the ship dives in and passes through an airlock into the main chamber? That would make sense, but I couldn't get my head around removing and replacing the water?

Watch You Only Live Twice... where Bond & the Japanese ninjas penetrate into Blofeld's hollowed-out volcano lair.
 
Watch You Only Live Twice... where Bond & the Japanese ninjas penetrate into Blofeld's hollowed-out volcano lair.

I saw it. But that volcano didn't have water, it was a metal roof that looked like water (and presumably had a lot of men with brushes keeping the dirt off it and hiding when a plane came over...)
 
Back
Top