Sandboxes, pacing, improvisation and expectations: part 1

I’m going to deconstruct a bit the process I use to build a sandbox, starting from last session. It will take a number of posts because there are plenty of things to write about.

All the posts in the serie here.

This is what happened last session, in about four-five hours:

  • after meeting a basilisk last session, they’re left with a couple of statues of people from their huge menagerie of henchmen, followers and fanboys.
  • so they decide to go and get some trees up the mountains (they’re in a rocky desert/badland type area by some less desertic mountains where actually trees happen to grow).
  • they go up and they kinda totally stumble in a giant rattlesnake. Ms Wyslosky, the badassest fighting-person of the party (follower of one of the two wizards) gets bitten three times before dispatching the reptile. Then fails three saves out of three and die horribly.
  • they manage to make a raft to bring the statues (and themselves) to the nearest city. I forgot to mention to you, reader, that there is a canyon in the desert with a river at the bottom. I also forgot to mention that they’ve never seen any boat on it. On the way some of them fall off the raft (rapids, aha) but they manage not to die or to lose anything except a copied spellbook due to water damage.
  • then they meet a bunch of naiads. Somehow the reaction roll is stupidly high so the nixies are friendly and don’t enslave all of them, instead the leader (Lily) introduces them to their which-queen, which returns the statues to meatyness. Since they can’t pay the queen asks somebody to be left there in slavery: they talk one of their henchmen (an ex-petrified halfling) to hang out with tens of hot water-nymphs. I foresee death by snu-snu for chubby here. Party begs the queen for informations about who could resurrect their friend, which tells them about someone in the desert, the entrance of his place sealed by a stone slab with complex engravings in some forgotten language, and another guy living way upstream by the river, up in the mountains, guarding a mausoleum all by itself by a ruined tower (the word “mausoleum” evokes bad memories to my players). They decide for the latter as the which mention the former is way more inhospitable, but she still thinks that they will get no help.
  • they get back to the Unís, the big merchant city, and don’t find anybody to raise their companion. Duh, magic is banned there, unless you’re a Templar. Templars are a cross between civil servants, secret services and commando troops rolled into one badass corp that hang out in a castle on top of a craig by the city harbour, and they bow just to the Queen. The Queen of Unís has been on the throne for hundreds of years and doesn’t really appear in public. None of the PCs are templars (in this campaign), so no special ju-ju fo them, but they find an experienced mercenary that accepts to go with them (for twice the normal pay).
  • They start walking upstream and meet a flying wizard. After another awesome reaction roll it turns out that, yes, the wizard is actually looking for apprentices and tells the pc the location of his tower before flying away.
  • going upstream they reach a waterfall, try to give a look behind it but don’t manage to due to the strength of the river.
  • they are ambushed by a bunch of grunge elves. No, not those from HackMaster, just grungy elves. Fight is hard but the party overcome the challenge and manage to find their treehouse due to a lucky charme person. And Loot was had.

All of this hauling around the body of the fallen in a barrel full of brine.

Now, 10 encounters in 5 hours. None of this was planned. They all enjoyed. Most things were rolled on the fly using the expert box or Kellri’s netbook or based upon existing knowledge.

I have to go and continue the session now. Next post will be about expectations.