This is an index of pages created to handle carousing and intersession activities in the White Sandbox campaign.
Session-by-Session Carousing
W43 Carousing takes place in the week following the events of Session 43: One of These Days Bang Zoom Straight to the Moon!.
W44 Planning is for players to discuss plans for session 44, "Hooky".
W42 Carousing takes place in the week following the events of Session 42: Slime Slime Everywhere but Not a Drop to Drink.
W43 Planning is for players to discuss plans for session 43.
W41 Carousing takes place in the week following the events of Session 41: Confusion & Ambushes.
W42 Planning is for players to discuss plans for session 42.
W40 Carousing takes place in the week following the events of Session 40: Dwarven Robot Plumbing.
W41 Planning is for players to discuss plans for session 41.
W39 Carousing takes place in the week following the events of Session 39: Ashur Ram's Tower.
W40 Planning is for players to discuss plans for session 40.
W38 Carousing takes place in the week following the events of Session 38: Jousting with River Lords.
W38 Planning is for players to discuss plans for session 38.
W37 Carousing takes place in the week following the events of Session 37: Psychic Monkey/White Dragon.
W37 Planning is for players to discuss plans for session 37.
W36 Carousing takes place in the week following the events of Session 36: Raiding the Hill Giants.
W36 Planning is for players to discuss plans for session 36.
W35 Carousing takes place in the week following the events of Session 35: Where Hill Giants Dare.
W35 Planning is for players to discuss plans for session 35.
W34 Carousing takes place in the week following the events of Session 34: The Orpheus Gambit.
W34 Planning is for players to discuss plans for session 34.
W33 Carousing takes place in the week following the events of Session 33: Hell on Wheels.
W33 Planning is for players to discuss plans for session 33.
W32 Carousing takes place in the week following the events of Session #32: The Anubis Caper.
W32 Planning is for players to discuss their plans for Session #32.
W31 Carousing takes place in the week following the events of Session #31: Barbarossa's Wild Ride.
Carousing Rules
For information on our carousing house rules, see here.
I'm going to declare "construction sites" as a new location for carousing, with the metropolitan d12 x 200 expenditure. My reasoning is that going to Limbo for high-roller carousing is fun but having it be the only d12 location gives it undue emphasis, and that we're moving towards domain-level play so I want to recognize and encourage the building efforts that are already taking place.
Carousing moves for the construction sites will, by default, use a move that has consequences for the community that's involved in the building site, and usually use a modifier based on the situation at the site rather than your own ability score.
Some sites, and their situational advantages and disadvantages, are:
The Vicarage of Apollo
Advantages:
Vine of the beast mistress produces sustenance and wealth
Off-duty PCs studying/harvesting the vine provide security
Vinyards on grounds create economic opportunity
Disadvantages:
Relatively far from other towns or settlements
Basement door leads to underground river, much of which is unexplored/cleared
Events:
Following session #32, a thousand gold pieces were placed in escrow with Patriarch Zekon to hire workers and lay in supplies, and a half-ton of gold belonging to Xeno was brought to the Vicarage for safekeeping.
The Golden Balls
Advantages:
Retail location, possibility of creating economy
Location in Belltower gives ready supply of personnel and material
Hidden basement room is equipped as safehouse with cots, iron rations, and disguises
Lotur holds title to the property
Disadvantages:
Belltower's political situation is somewhat unsettled; the underworld looks up to Lotur, but is at odds with the Gynarch
Basement door leads to tunnels under the city, potential vulnerability
Lingering bug infestation from Patriarch of the Dark One's insect plague
Construction to Date:
Lotur has spent some time fixing up the place.
The Pharoah's Tomb
Advantages:
Building its defenses to keep people out pleases Anubis and helps defend the unclaimed treasure from others
Building its defenses to keep people in helps protect you from the Caged One and enemies in Limbo who might otherwise emerge
Only 10 miles from Hruhrudingfallor, men and materials relatively easy to acquire
Disadvantages:
Dungeon is not fully cleared, contains unsealed gate to Nameless City, sealed gate to Zorlac's Library, and the Caged One
The chalk-mark adventurers are known to be interested in the tomb
The Caverns of the Conquered Dark
Advantages:
Building its defenses to keep people out helps secure access to allies Ontussa and the Beast Mistress
Building its defenses to monitor the dungeon helps monitor possible threats from the lizardmen, the unexplored areas below the palace of the Beast Lord (RIP), and creatures emerging from the underground river
Only 10 miles from Belltower, men and materials relatively easy to acquire
Disadvantages:
Multiple ways in; contains planar gates, unexplored dungeon areas, and unmapped expanses of underground river
These caverns are sacred to the Dark One; areas below are sacred to the lizardmen
Known to attract adventurers, Dark One cultists, lizardmen
Bats in caverns are freakin' deadly, although currently driven away by lights
Construction to Date:
Barrogin's Barrelmen have fortified many chokepoints and re-consecrated the shrines to their hero-saint Balint.
Grey Company magic-users have studded area with continual light stones; fighting men have set up ropework to access some points within caverns
Events:
Following session #32, a ton of gold belonging to Sans Sobriquet was stored in the Caverns; 500 gold pieces of this were given to Barrogin to hire additional dwarven troops to guard the site.
The Stronghold of the First Principles
Advantages:
Has its own force of valkyries and sword-saints
Close to Drum Coggo, men and materials relatively easy to acquire
Disadvantages:
Belongs to the Patriarch Zekon
Thought to be the target of the frost giant's ire
Has a planar gate on site, potential point of vulnerability
Events:
Following session #32, a half-ton of gold belonging to Xeno was brought to the Stronghold for safekeeping.
Please edit the page to add other ongoing or potential construction sites, and suggest advantages or disadvantages I may have missed. I'll work on construction moves shortly.
I'm not sure if this would count as a construction per se, probably more like a potential construction. What I'm talking about is the Dwarven Nation. What Jarri is focusing on primarily is unifying and fortifying the Dwarves into a powerful war machine. After the smoke clears with the giants and such (or perhaps during), the shift will move to finding a suitable spot for the base of Dwarven power, most likely an underground and/or mountain site. He figures he'd be far more likely to get support for a stronghold if shown to be a leader in military matters (and maybe be considered as a candidate as Axe).
In the known world, are there any current or fallen dwarven citadels/dungeons/etc to compare to, or are the dwarves now a loose confederation of tribes and such? Would the building of something somewhat more abstract (an army) than a physical site like a stronghold also count as a building-type carouse?
Shall we assume that John Fighter, thoroughly committed to the project of restoring the Pharoah's wealth, donates his entire fortune of about 50 k gp to the cause and arranges for a constant supply of construction workers and the like? That seems like a valid response to the charm. In his dealings with Anubis, ever conscious of his obligation to seek power, John will attempt to explore the parts of his own mind through which Anubis contacted him, thereby developing a psionic ability. Possible negative consequences could include the return of his memory problem (which would neatly solve his charm problem, but would likely cause the werebears to slay him on site when he forgets about his bastard bear child) or constant pursuit by thought-eaters.
Eric, I've added the Caves of the Conquered Dark location, which is an up-and-coming site in the Dwarven Nation with a prophesied link to the Axe of the Dwarven Lords. Other dwarven citadels might be reached via overland travel, exploration of the underground river system, or delving into the tunnels below the Lost City (in which Ontussa says a strange thread-wrapped magic item is located about a mile down, IIRC) and Drum Coggo. Knowledge about these locations, and the nature of the Dwarven Nation, could be discovered through adventuring or carousing, or by starting a wiki page to lay out what you believe to be true about these topics.
Carousing to build armies is an interesting idea. I'm not quite ready for that yet - the Book of War phase we're just starting deals with tens and hundreds of troops, which are handled OK using existing hireling mechanics - but I will eventually want to playtest rules for armies large enough to have their own logistics, and this construction mechanism is likely to be a good basis for that.
IO, one thing I want to do here is to keep the conversion rate from gold to XP within the (upper) bounds of the existing system. Since y'all have enough gold now that transporting it becomes a major problem, it might well make sense to say that you haul your own 25 tons of gold back to the Pharoah's Tomb and bank it there. However, you'd only earn XP from this construction project when you used your own intersession week to oversee the construction. Like with spell research, there is a potentially tricky interface between the abstract carousing rules and the process of making the thing happen (defined by the OD&D spell research time/cost/success rate rules or the OD&D costs for building and the common-sense appraisal of how long it'd take). It works well, I think, to imagine that what we're rolling for with construction is not how much you actually spend, but what percentage of that you earn XP from; the amount you can spend per week without earning XP is defined by those other limits.
Speaking of banking, maybe you'd like to come up with some details about the noble friend in whose house the majority of the party's gold is currently parked?
Sorry, I did not at all mean that I would be able to convert my entire fortune to XP. Instead, I figure I should just dump it without getting anything in return (such being the nature of charm in this age of creation). But maybe in the process of making those arrangements I can work on the psionics as I reach out with my feelings to find the desires of Anubis. So I figured whatever the new normal mode of power-getting-carousing would apply, and I'd be flat broke by next session.
EDIT: So I would not be aiming at the goals listed under the Pharoah's tomb above.