
Hello All, Verad releasing his Fate-14 Ship rules has changed my plans quite a bit.
SHIP RULES HERE (SUBJECT TO CHANGE)
Therefore, we shall have the following interim events. The two events on the bottom require the use of a ship. The first two groups who approach me to create a ship using Verad’s new ship rules will be eligible. There will be an  event that involves acquiring the ship in question. Be aware that ships can be crewed by more than the original group, and that there will be opportunities for more ships to be created in the future.
EDIT: Because some people are confused. You can participate in one of the first two events (Pirates and Return to Hollow) and also gather a crew for a ship. Once you have a crew and do an event to acquire your ship, you can pick one of the two bottom events that require a ship to complete.
Monday the 5th at 18:30 PST - A Pirate’s Life for Me
Many ships hire on crew at Vesper Bay, but pirates are usually not among them. Strangely though there is a captain recruiting for just that. She advertises booty, plunder and adventure on the high seas, yet the age of piracy died with Admiral Merlwyb’s rise to power… or did it?
Slots
Reserve
Award for completion: Â
Boost - /Lightly Salted SeaDog/ - You learned enough of the lingo and mannerisms to come off as something more than a complete landlubber. Use this boost for a bonus to social situations with the saltiest of seamen (and women!)
Sunday the 11th at 15:00 PST - Return to Fox’s Hollow
Another panicked letter has come from Fox’s Hollow, claiming another beast now stalks the town. They beg the same group of adventurers to return and slay this new foe. How much misfortune can one town experience?
Slots
TBD - Sea Legs
This event will involve the acquisition of a ship. If you are interested, gather four players and contact me.
(Tentatively Reserved for losers at the Night Ravens if they can actually get their shit together)
Sealegs II - Exorcising Ghosts - Tuesday 13th of September 1800 PST
For years, tales of the Sultana's Revenge have filled smokey taverns and moonlit watches. A rare example of an Ul'dahn warship, the sloop's crew met their end at the hand of an experimental Garlean bioweapon. The screams of its crew went on for hours, and since then it has floated with the currents, no one brave enough to board and determine its fate. However... free is free, and what truth could there be in Sailor's tales? Travel to the ship with a skeleton crew, make it seaworthy, and somehow get it back to its berth in Vesper Bay. But wait, why are there black sails on the horizon? No merchant ships travel this route...
TBD - Sea Legs.... III?Â
This event will involve the acquisition of a ship. If you are interested, gather four players and contact me. I don't have a third event that requires a ship, but if people are interested in gathering a crew for the next set of events, let me know.Â
TBD - Strange Happenings (SHIP REQUIRED)
A strange rash of mutinies has overcome ships to the north of Vylbrand. Maelstrom, Pirate and Merchant vessels have all reported strange disturbances from their crews, and then gone silent. Worse yet, some of the mutinous vessels seem to be engaging in unrestricted piracy, hunting down more vessels and adding them to their traitorous fleet. Track one down, and find out where this cancer originates.
TBD - Research Project  (SHIP REQUIRED)
Rhanta Taberlock was a nobody, the butt of every academic joke. That was, at least, until her research uncovered the long lost tomb of a Seawolf hero. Now, she’s trying again, this time with the support and funding of the Navigator’s Guild’s finest scholars. However the island she seeks is far, and the sea is full of threats. There is no Maelstrom ship that can be spared to carry her, but perhaps there might be a group of adventurers who can help this academic star on her rise?
SHIP RULES HERE (SUBJECT TO CHANGE)
Therefore, we shall have the following interim events. The two events on the bottom require the use of a ship. The first two groups who approach me to create a ship using Verad’s new ship rules will be eligible. There will be an  event that involves acquiring the ship in question. Be aware that ships can be crewed by more than the original group, and that there will be opportunities for more ships to be created in the future.
EDIT: Because some people are confused. You can participate in one of the first two events (Pirates and Return to Hollow) and also gather a crew for a ship. Once you have a crew and do an event to acquire your ship, you can pick one of the two bottom events that require a ship to complete.
Monday the 5th at 18:30 PST - A Pirate’s Life for Me
Many ships hire on crew at Vesper Bay, but pirates are usually not among them. Strangely though there is a captain recruiting for just that. She advertises booty, plunder and adventure on the high seas, yet the age of piracy died with Admiral Merlwyb’s rise to power… or did it?
Slots
- Armand
- Theia
- R'ila
- Nuin
Reserve
Award for completion: Â
Boost - /Lightly Salted SeaDog/ - You learned enough of the lingo and mannerisms to come off as something more than a complete landlubber. Use this boost for a bonus to social situations with the saltiest of seamen (and women!)
Sunday the 11th at 15:00 PST - Return to Fox’s Hollow
Another panicked letter has come from Fox’s Hollow, claiming another beast now stalks the town. They beg the same group of adventurers to return and slay this new foe. How much misfortune can one town experience?
Slots
- Armand
- Xarl
- S'imba
- Leanne
TBD - Sea Legs
This event will involve the acquisition of a ship. If you are interested, gather four players and contact me.
(Tentatively Reserved for losers at the Night Ravens if they can actually get their shit together)
Sealegs II - Exorcising Ghosts - Tuesday 13th of September 1800 PST
For years, tales of the Sultana's Revenge have filled smokey taverns and moonlit watches. A rare example of an Ul'dahn warship, the sloop's crew met their end at the hand of an experimental Garlean bioweapon. The screams of its crew went on for hours, and since then it has floated with the currents, no one brave enough to board and determine its fate. However... free is free, and what truth could there be in Sailor's tales? Travel to the ship with a skeleton crew, make it seaworthy, and somehow get it back to its berth in Vesper Bay. But wait, why are there black sails on the horizon? No merchant ships travel this route...
TBD - Sea Legs.... III?Â
This event will involve the acquisition of a ship. If you are interested, gather four players and contact me. I don't have a third event that requires a ship, but if people are interested in gathering a crew for the next set of events, let me know.Â
TBD - Strange Happenings (SHIP REQUIRED)
A strange rash of mutinies has overcome ships to the north of Vylbrand. Maelstrom, Pirate and Merchant vessels have all reported strange disturbances from their crews, and then gone silent. Worse yet, some of the mutinous vessels seem to be engaging in unrestricted piracy, hunting down more vessels and adding them to their traitorous fleet. Track one down, and find out where this cancer originates.
TBD - Research Project  (SHIP REQUIRED)
Rhanta Taberlock was a nobody, the butt of every academic joke. That was, at least, until her research uncovered the long lost tomb of a Seawolf hero. Now, she’s trying again, this time with the support and funding of the Navigator’s Guild’s finest scholars. However the island she seeks is far, and the sea is full of threats. There is no Maelstrom ship that can be spared to carry her, but perhaps there might be a group of adventurers who can help this academic star on her rise?