let's set d o w n some (
groundrules) wrote in
lostcompass2022-06-18 08:41 pm
Entry tags:
CR MEME | JUNE PLOT ROLLS
Hi, everyone! Two parts to today’s party:
Check out our latest plot roll & NPC thread options for June, for which you’ll receive full details on Wednesday, 22 June. You can sign up your characters for the quest of your choice until 18:00 GMT on 21 June.
- ■ We’ll need at least two characters signed up for a roll to carry it out. Quests that receive more than five sign-ups may need us to RNG a character who gets final call on any decision-making within the quest.
■ Try to be available to play things out with your quest-mates between 22 June – 5 July.
■ If you’re looking short on time in that period, it might be easier to offer support to characters who are leading a plot roll, without signing up.
■ Please share the information you get with the group at large through network posts.
As a heads-up for folks who’ve never done one of these — you may get offered follow-up quests, items or plot development because you helped out with a plot roll. You can always opt out of that.
- o1. Reply with your shiny character pitch or fill out the form below to help find your character an arch-nemesis/long-lost friend/tinder date.
o2.Comment aroundspam, baby, spam.
o3. There is no profit.

PLOT ROLL OPTIONS
THE SUNKEN
Image source.
THE SUNKEN
The silent, dark and opaque waters of the Crossing seas clear out to reveal underwater wreckage and numerous fallen ships, including the beautifully preserved sunken vessel Vernalis. Vicious, but intermittently sluggish mermaids guard the perimeter.
Objective: dive in for a magically-facilitated underwater exploration to retrieve the captain’s logs of the Vernalis. Cut your way through rows of murderous mermaids, when they sleep. Learn their strange fixation with this part of sea.
Quest type: exploration, action / adventure.
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I went there.
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THE DISSENT
THE DISSENT
The winds of the Crossing dull down to a whisper, effectively stranding the two pirate vessels at sea and subjecting them to supernatural occurrences. Quicksilver Sam’s newer crew aboard the Pariah weather this well. Caladan Kreil’s sailors show signs of open dissent and mutiny, questioning Quicksilver’s wits and Kreil's own designs for agreeing to this escort mission. Talk of mutiny stokes.
Objective: calm down the spirits of the pirate crew aboard the Queen Zanyra. Distract sailors through entertainment, performances, spirited speeches. Fish pearls or
fakecreate goods to appeal to their financially-sensitive hearts. If need be, discreetly show them out of the brig or ease their time there, when Caladan Kreil orders them jailed. If all else fails, power the sails.Quest type: diplomacy, entertainment, bust-a-brig.
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THE CONCORD
THE CONCORD
The lightly-charred Concord of the Dawn’s Reach Trade Company once more appears in the distance. Quicksilver Sam asks a select party to deliver two gifts to the Concord’s captain, hoped to shake the vessel off the pirates’ trail.
Objective: travel by boat as a peace-bearing delegation to the Concord. Snoop and learn as much as you can about the vessel and the Dawn’s Reach Trade Company before meeting commander Maximillian Hawk to present the Pariah’s gifts. Prepare to escape the Concord quickly after.
Note: this plot roll will keep participants physically off the Queen Zanyra and Pariah for several days. Characters can still speak to the group via communicator.
One person participating in the roll will be selected to speak to Maximilian Hawk via RNG. Please list in your sign-up comment if you also want your character to be considered for that.
Quest type: action, espionage.
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I had an NPC thread last time so I can pass for now. Thank you!
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THE PRIESTS
THE PRIESTS
The priests of the Pariah jump to answer the deathly presences within the Crossing with sophisticated exorcism rituals that need additional support from the crew.
Objective: enter communication with the spirits through the priest rites or your own magic or necromancy. Appease them by performing various ‘final tasks’ on their behalf. Learn what drew the spirits to the Crossing and what they experienced in their final days alive. Potentially find out where the sun has gone off to.
Quest type: magic, investigation, emotional revelations (this may be one of the sadder quests, on account of interacting with spirits of crew who passed away in the Crossing.)
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