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[Periodic][Fate-14] Dead God's Chest


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To everyone who Participated so far,

 

This was my first foray into GMing on Fate-14, and my first attempt of any organized event in game of this size. Thanks for helping make it possible.

 

I'm taking the lessons I learned to apply to the next set of events, I'll post some recap stuff soon. Hopefully you all enjoyed yourselves, and will look out for what comes next!

 

Coming (Relatively) Soon: Dead God's Chest, Episode 2!

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  • 11 months later...

DEAD GOD’S CHEST ACT 2

 

 

Hello everyone, I’m finally back with the next installment of my Fate-14 plot. For those who were involved before, thank you for your support back then, and I hope you also involve yourself in this plot.

 

 

For new players, no prior knowledge is needed to participate, and I will do my best to help any player who is new to Fate - 14. If you have any questions about this plot, or what Fate -14 even is, feel free to PM or post in the thread.

 

 

I would like to state a few rules however that may make my plot different than other GM’s, feel

free to contact me if you have questions. Be warned, some of these rules are somewhat experimental, so they could change based on player feedback.

 

 

  1. Character sheets need to be linked to me a week before the event (if you’re a few days late it’s fine.)
  2. No mega stunts, some stunts may need to be discussed or balanced so experienced players do not have large advantages over new players
  3. Players may be awarded a ‘Campaign’ aspect from actions taken during the campaign. This is a new aspect slot, and can be changed as normal with minor milestones. Be aware that many campaign aspects could be compelled by the GM. If you gain a campaign aspect we can discuss the details further.
  4. All ‘successfully’ completed events will grant the players involved a boost. These boosts are single use, but persist throughout the campaign until used.

 

 

I will do my best to write at least some sort of IC update for every event I post to give players insight into the events ‘behind the scenes’. I encourage people to read them, as they may help give context to an event you otherwise wouldn't be interested in.

 

 

Fox’s Hollow - Wednesday August 24th 1800 PST

 

http://ffxiv-roleplayers.com/showthread.php?tid=12767&pid=263977#pid263977

http://ffxiv-roleplayers.com/showthread.php?tid=12767&pid=264113#pid264113

 

Slot 1: S'imba Tia

Slot 2: Xarl

Slot 3: Xanadu

Slot 4: Nihka

Reserve: Armand

 

The Village of Fox’s Hollow has sent word to both the Knights of Ishgard and the Aventurers guild for an Emergency Leve. People have gone missing and killed as some strange beast stalks the down. Offering a reward far greater than usual, the villagers huddle in public buildings for safety, as they wait for help to come. Travel to the southern hills of Coerthas, track and slay the beast.

 

 

Award for Completion:

Boost: /Ishgardian Steel/ x1 : The famed steel of Ishgard, light as aluminum and silvery grey. Allowing the Knights of Ishgard to survive dragonfire, this metal makes a powerful addition to any protection. Armor, clothing and shields reinforced with this alloy will aid the user in defending against elemental or magic attacks of any sort.  

 

 

 

Journey to Death-Murder Island - Sunday August 21st 1300 PST

 

http://ffxiv-roleplayers.com/showthread.php?tid=12767&pid=264050#pid264050

 

Slot 1: Sukaretto

Slot 2: Jana

Slot 3: Vivara

Slot 4: X'bree

Reserve:

 

Unlike many priests, the disciples of the Navigator are a rather far roaming bunch. Many travel far and wide to chart shoals, reefs, harbors, tides and winds on distant shores. For as much as the Navigator protects, she has no mercy for those who take her for granted. Ekbert Mercer is a lower ranked priest, with the order, who requires a guard for his survey of an island to the south of Vylbrand. However, the island has long held a place in Limsa’s pirate lore, and it seems Mercer has more than his assigned mission in mind…

 

 

Award for Completion:

 

Boost: /Friend of the Navigator/ x1 - This sturdy imprinted metal card indicates the bearer has done some great favor to the disciples of Limsa’s patron god, Llymlaen the Navigator. Presenting this card can give a bonus to the user’s status when dealing with any affiliated to the god or her city.

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Wooo people signed up.

 

I should mention though, that some of the events in this campaign will be adversarial. The 'antagonists' to the party could be controlled by other players, with their own goals and victory conditions.

 

Any event that involves adversarial PCs will be designed so that the plot can continue regardless of who wins. I implore anyone who may experience 'losing' an event to take it in stride, and use it as fuel and motivation for future struggles.

 

If this bothers anyone, or anyone feels uncomfortable facing other players, feel free to contact me. I understand if this makes anyone not want to participate, but I as a GM want to explore this aspect a bit more. I will also be looking for players who wish to use an character in an adversarial manner. I don't want to say villain, because I don't think you have to be a villain to go against PCs. Anyway, looking forward to this!

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For those participating please send me your sheets via PMmmmmmmmm as the event nears.

 

Remember that different GM's have different ideas about what is balanced, if I dislike/approve a stunt other GMs might have no/huge problems with it still.

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Hello Everyone~

 

I had to change the saturday event to 1300 PST. Hopefully that still works for people!!

 

Saturday event? Sunday, yes? Not that I mind either way.

Oh...

 

YES SUNDAY. Thank you An I am dumb.

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  • 2 weeks later...

Ok after much trials and tribulations and personal crappppp the events are happening still!

 

Death Murder Island will be this Sunday at 13:00 PST

 

Fox's Hollow will be Wednesday the 24th at 18:00 PST.

 

Hopefully everyone can still comeeeeeee!

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Since it can be hard for new people to get a sense of an ongoing plot, I've decided to start posting summaries for things. Also I like writing.

 

 

Summary of Act Zero:

 

 

As Ishgard reopened its gates to the world, heralding the last saga of the Dragonsong War, her estranged daughter Evangeline Primrose had a plan. Ishgard needed funds, and there was a perfectly good shipment of Ishgardian Steel last seen located in the belly of the icelocked river freighter, The North Star. Acquiring the assistance of a sympathetic Temple Knight, Martialis Heuloix, the two tracked the ore from the stricken freighter, finding it stowed within the doomed fortress of the Dusk Vigil.

 

 

The two fought their way inside with the aid of companions, making their way through the monsters that had grown to infest the place. When they came upon the steel though, they found they were not alone. A strange airship had entered through cracks in the ruined walls, its crew securing the steel while they kept the adventurers pinned down with a hail of grapeshot. Still though, their airship was damaged in the exchange, leaving a trail of smoke behind as it fled with the steel. Evangeline and Martialis returned to Ishgard glumly, believing their mission had failed.

 

 

 

Summary of Act 1:

The strange airship could not make it hope, the damage done by the adventurer’s was too great. Beset by a leaking ceruleum tank, it landed in the hills of northern Thanalan, sending out foragers to siphon off fuel from nearby camp Bluefog. Several engineers from the plant went missing, prompting a call for adventurers. Most notably among them, Lady Xanadu Mol, freshly minted Inquisitor of Ishgard. They found the engineers dead, and defeated the bandits which were siphoning off the fuel.

 

 

Driven by the question of where these thieves came from, the adventurers scoured the area. Kale Aldieron of the Flames joined the group in their discovery of a crashed Garlean airship. The band of ragged survivors and their rusted magitech colossus put up a valiant fight before being defeated, leaving behind their Aetherial Tracker.

 

 

Using the Aetherial Tracker, the location of the enemy airship was found. Klynzahr and her brother Ginshaw led a diversionary attack with the help of Lieutenant Kale, while the others prepared for a different battle. Inquisitor Xanadu had used her considerable resources to rent the services of an airship “Halone’s Teats”, preparing it for an aerial battle. Dragging a field gun onto the deck, they sailed for the location of the enemy vessel, just in time to find it relocating. A fierce battle ensued, cannonballs and grapeshot sweeping the deck as both ships attempted to board the other. V’aleera Lhuil Dragoon of Ishgard was able to leap across and with the support of Corporal Jana, slay the majority of their crew.

 

With the crew slain, the ship was quickly looted of what could be carried, and, as they tried to tow it as a prize, it broke its moorings and vanished into the clouds.

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2.1

Journey to DeathMurder Island

X’bree, Theia, Vivara and Jana traveled to death murder island for a protection Leve. One of the surveyors became lost in the jungle, and the adventurers found her in the company of a group of Maelstrom Soldiers. The Researcher, a miss Rhanta Taberlock, had found an ancient seawolf structure, dating back hundreds of years. They managed to get inside, finding the tomb of a long dead hero. As soon as they disturbed the chamber through, a giant squid emerged from a pool in the floor, angry at being awoken. Eventually the adventurer’s and Maelstrom Sergeant Merlfalkwyn,  prevailed, sending the creature to the deep. As they were leaving, the Maelstrom Sergeant snagged a strange coin, avoiding all questions about it, and even Theia’s attempt to pickpocket the item. After the adventurers left, Merlfalkwyn was revealed to be no Maelstrom officer at all!

 

 

Aspects gained (For my campaign only, can only have one campaign aspect at a time. Can be changed with a minor milestone):

 

 

X’Bree - /Spear of the Ancient Hero/ - This wood and iron spear is topped with the fang of a fearsome sea monster. Plucked from the tomb of an ancient shield maiden, the weapon is of a singular quality, and seems to be weighted for throwing. It is however, certainly a distinctive arm.

 

 

Theia - /Shared Inventory/ - Sure they’re on your side, but that doesn’t mean you can’t take their stuff! Annoyed that her pickpocketing attempt did not succeed, Theia practices more than ever.

 

 

Dani - /Bearer of the Shieldmaiden’s Coin/ - This strange iron coin thrums with purpose in your grasp.

 

 

Vivara - /Suspicious Soul/  - You have the uncomfortable feeling that you were duped, making you more suspicious of others in the future.

 

 

 

 

Fox’s Hollow

The Adventurers, come to complete a monster slaying leve, met with a stony welcome in Fox’s Hollow. After dealing with suspicious townspeople, and strangely mangled bodies, Xarl located a trail heading east. The group followed, finding a strange girl torturing a marmot in front of a ruined airship. A battle ensued, until an observation by Nihka cut it short. The girl had the strength of many men, and clutched an iron coin in her hand. The combined efforts of Xarl and S’imba were able to wrest the coin free, leaving their foe nothing more than a regular girl. Still, whatever the coin did to her mind was more permanent, and it was found that she was responsible for the deaths in the village. Striking quickly, Armand slew the girl in Nihka’s arms, and the party somberly returned the village, claiming the girl had been killed by the monster. The party received a strange payment in Ishgardian Steel, and the girl’s coin was oddly warm in S’imbas pocket.

 

 

Aspects gained (For my campaign only, can only have one campaign aspect at a time. Can be changed with a minor milestone):

 

 

Armand - /Child Killer/ - Justice cares not for age, and some evils are best culled before they can mature. Despite his reservations, Armand will do his duty, regardless of the circumstances

 

 

S’imba - /Bearer of the Berserker’s Coin/ - This iron coin sits warmly in your pocket.

 

 

Xarl - /Burdened by Guilt/ - Xarl met another who might understand him, only to see them killed before his eyes. He cannot forgive whoever set this into motion.

 

 

Nihka - /Forensics/ - Frustrated by her inability to properly investigate the situation at Fox’s Hollow, Nihka looks into such matters.

 

 

Let me know if you have any questionssss!

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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

  • Armand
  • Theia
  • R'ila
  • Nuin

 

Reserve

 

 

 

 

Award for completion:  

 

 

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? 

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. 

 

 

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?

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