Fatehouse 13

Rumblings in the Warehouse

Washington, DC:Rusty, John, and Sebastian begin the session in the Warehouse with Herman Welsh (a Senior Agent for the Warehouse). At a call from Ms. Grey, Caretaker of the Warehouse, Herman leaves for an urgent assignment. At the same time, Rusty notices a blip on a monitor indicating that there is activity within the Warehouse. As the three agents go to investigate the blip, John attempts to instill distrust among the others toward Herman as a sort of revenge for the probation enacted on himself and Rusty from the previous incident with the DOD.

Nearing the location of the disturbance, the agents feel an occasional rumbling and a shelf that is missing a cane. Hearing more rumblings, they go further and find a shelf leaning against another with artifacts strewn about. At this point, Rusty begins fighting a fire only he can see and Sebastian encounters a haywire artifact that he only perceives to be malfunctioning. John realizes the true cause is a music box that makes the hearers feel needed and he manages to bring the others to their senses. Upon following the rumblings a little further, the agents retrieve the missing cane that is causing the quakes: Brigadier General Laverlang’s Elephant Walking Stick.

The agents then investigate a nearby observatory within the Warehouse as a precaution and to see if a person was possibly responsible for the Walking Stick’s disruption. Inside they find that Hubble’s Telescope has come free of its case from the rumbling and a number of artifacts are floating freely in the air. Several of the artifacts were extremely dangerous is jostled or damaged so the agents took steps to secure the Telescope. Sebastian and Rusty used to some rope and a purple goo dispenser to bring the Telescope down safely and to thus restore gravity.

Once back to the office, the agents get a call telling them that Herman has been taken to the ER. They rush there and a barely conscious Herman tells them “I didn’t get it”. Ms. Grey then appears and directs them to a back entrance to the Warehouse where their next mission will be. At the back entrance, they are directed to take a large stone block via a van to a remote address in San Marcos, Texas.

They take turns driving, but at a stop in Arkansas they notice what they believe to be a car following them. While Sebastian is getting some meat pies, a German man named Dimitri gets out of the car and briefly talks with him. Sebastian lies to him about their destination but Dimitri’s car continues to follow them. Subsequent attempts to lose Dimitri’s car prove useless, so they pull the van into a nearby Walmart in an attempt to lure them into a position where they can disable the car and get away. Dimitri approaches the van and threatens the agents. He apparently knows who the three are really and he wants “the Cornerstone”. At this, Rusty invokes “Safety be Damned. Sometimes the Best Way to Keep a Secret is to do something risky”. He backs the van into Dimitri, knocking him out. Sebastian gets back in the van as Dimitri’s goons fire on them, and they disable Dimitri’s car radiator on the way out to keep them from pursuing.

Many hours later, they arrive at the address in San Marcos but it’s an empty lot. Confident that no one else has followed, they place the stone on the ground. As they continue to look around, a diner/gas station suddenly appears where the stone had been. Inside the diner, they discover Herman in good health. He explains that the entrance to the Warehouse is now there in Texas through the deep freezer, and that he is the new Caretaker. The session ends with the three agents meeting with Ms. Grey in a nearby park, and with her telling them that they were now the only Warehouse agents left that she and the Regents trust.

Return from Vegas Part 2

After Chet finished his research and chatted with the local librarian, he determined that there was an artifact in the possession of an elder tribesman. In days past, the artifact was able to coordinate a large war party under the control of one person.

Upon interviewing the elder tribesman and after encountering men in a black sedan, the Warehouse agents discover that members of the DOD are after the artifact as well. The agents attempt to get it before them, but the meet resistance from both the reservation and the men in the black sedan. As the tribesmen are conducting an evening ritual involving the artifact, the DOD shows up in force. In the chaos of gun fire and artifact mind control, Chet is arrested by DOD agents along with a large number of tribespeople. Faye and Rusty managed to get away per orders, but the artifact is now in the hands of the DOD, and the agents involved are on probation.


On the way back from a trip to Vegas to pick up the Pied Piper’s Pipe, Rusty, Faye, and Chet are driving a classic VW Beetle down a lonely deserted highway when a Dodge Charger starts to get aggressive. Through some decent driving by Rusty, and a few lucky shots by Chet, the group manages to force a non-vehicular confrontation with the Charger’s occupants.

Things are at somewhat of a standstill while Chet tries to reason with the armed passenger (who has gotten out of the vehicle). The passenger, a hired mob thug seems to be starting to realize that this job might not be worth the risk, but before Chet can talk him down, Faye shoots him. The driver of the car takes off, though the Charger has a Cracked Windshield now.

When the thug comes around, he tells Chet that they have his picture and regardless of what happens to him, they’ll find him. It seems the coin Chet “picked up” was very important to the owner of the casino, “Can’t Remember His Name”. After further questioning, the team uses their Tesla to wipe his memory before driving him to town and putting him on a bus to Jersey. The team makes it out of the situation with only some Transmission Problems on the VW, but it could have gone much worse.

The team heads out of town, but soon notices a construction site beside the highway because of the billowing black smoke. Rusty feels compelled to stop and offer his expertise.

The foreman isn’t very happy to have some strangers poking around, especially in the middle of a catastrophe, but he soon sees that Rusty’s experience can be put to good use. It seems a large tank of fuel is on fire, and shortly there is an explosion that rocks the site. Chet picks up some First Degree Burns, but everyone else makes it out ok.

Once things are under control the forman is more forthcoming. The site is going to be a Heritage Center for a local tribe of Indians. The foreman’s record are previous sites is spotless with no on the job accidents, but there have been numerous injuries and accidents on this job.

A black SUV with privacy glass pulls up, but no one gets out. The team decides to make their way to the small town further onto the reservation.

Once there they try to find someone in charge to talk to. The mayor’s secretary isn’t very forthcoming and is a little suspicious. The sheriff shows up and wants to know what the team wants and isn’t very happy about them being nosing around. They manage to convince him that they really are just trying to help and were just passing through. He directs them to the mechanic so they can give their car and the local library run by the tribe historian.

The team talk to the mechanic and then split up. Chet heads to the library to see what information he can find on the town, the tribe, and what might be causing so many accidents at the construction site, while Rusty and Faye go grab a bite to eat at the local diner.

World and Character Creation

After a long and hiatus-heavy Eberron campaign, my group is looking to try our hands at Fate.


The concept for the game is based on the show Warehouse 13. There are pseudo-magical artifacts throughout the world that develop supernatural qualities from the people who made or owned them, some of which are highly dangerous. In order to keep the world safe from them and to better study them, they are catalogued in the Warehouse. In the show, the 13th Warehouse is located in a remote area in Montana and is governed by a board of mysterious Regents. In order to operate without revealing their true mission, the agents of the Warehouse often claim to be from the IRS.

In our game, there are possibly a number of Warehouses throughout the world. The US Warehouse is located in Texas, and has at least 3 regional teams of agents operating out of it at any given time. Our cover agency is the US Postal Service. We chose the USPS because they operate everywhere, would generally not draw suspicion, and there are Post Offices in almost every town that can serve as drop off points for captured artifacts. There are also rival organizations looking for artifacts throughout the world. A few that were tossed around as possibilities are The Smithsonian Institute, UPS, and Fed Ex.

Agents for the Warehouse come from various backgrounds, but it is not uncommon for them to also be gifted with some sort of mild psychic talent: feeling bad vibes about a situation, seeing peoples’ and artifacts’ auras, knowing the right tools to bring for an unknown situation, perfect memory, etc. The players for the campaign are Wesley (Co-GM playing Chet), Chester (Co-GM playing John), Marshall (playing Rusty Gilmore), Lana (playing Faye Nightingale), and Chris (playing Sebastian Cross).

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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