White Sandbox Carousing and Intersession

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.

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