monstertruckers: (Default)
monstertruckers ([personal profile] monstertruckers) wrote in [community profile] route666rp2025-02-07 01:56 pm

FEBRUARY EVENT LOG




The Convoy begins a slow path through the forest, and a long road winding between the trees. The vegetation hangs thick overhead, with a perpetual state of dim light hanging over the surroundings. Sunlight and moonlight both have a hard time piercing the gloom. And alongside that is a sense of danger looming in the shadows.


















01: DEPARTURE/MINGLE


Dawn arrives after a long and demanding night. As wane sunlight leaks through the forest, the forcefield flickers out. In its place, the Convoy hums to life. Engines thrum, breakfast appears in the dining car, and the speakers crackle with a pre-recorded, automated voice.

“The Convoy will depart in three hours. Please ready yourself for the trip. Secure your belongings, prepare your vehicle, remain as human as possible. End destination… Nirvana. Repeat, the Convoy will depart in three hours.”

The recording drones on a loop, before fading out in a crackle of static. Before departure there’s a few matters to attend to, some more pressing than others:
+Breakfast consists of bland porridge. Some might want better food, and with a decently stocked kitchen, one can make better.
+The showers have lost any hot water. Surely there’s some way to fix the heater or provide some hot water? Or otherwise grumble through a cold shower.
+There’s plant growth where the Husks have been felled. Flowering vines grow over the Convoy, and need to be pruned for departure. The foliage has an odd effect if directly touched, instilling wanderlust and curiosity. The affected feel compelled to wander… Or be curious about others!
02: HAUNTED GROVE
The trees grow into a tangle just a few paces off the road. They almost envelop the buildings, absorbing the structures until only the roofs are visible. The branches become more twisted, and almost arm-like when reaching out to you.

Vines hang like nooses from the trees. And a closer look shows moss ridden Husks draped in the branches. Still, those who ignore those ominous signs can find supplies growing and hanging from the branches; repair materials, and unnerving types of food like canned ham and frozen pizza.

And then… There’s the effect from staying in the shade of the trees for too long. There’s a lethargy that clings to you, even as it eases the changes wracking your body. Resting underneath the grove can heal a Drifter of one change, and leave them feeling soothed… But all of this is by design. The grove WANTS you to stay there and become a part of it, so that it can ensnare you with vines or absorb you into trees. It can restore Drifters, but if they stay there for too long they’re going to need some rescuing.
03: WRECK
There’s a collection of abandoned cars in the forest clearings. Some cars are better preserved than others, some even containing cargo, weapons, and ammo, with a possibility to scavenge equipment off them…

…If not for the traps, set around the wreckage in the form of steel jaw bear traps and snares. All of them are coated in something that leaves the vision blurry and sets hearts into overdrive. If exposed to too much of it, there’s suddenly a reason for that near panic; hallucinations of fears can easily flare up.

There’s also things prowling the wreckage on four metallic canine legs, with gleaming chrome teeth and red headlights for eyes. The guidance computers on nearby vehicles flash an alert as they draw close; identifying them as chromehounds, though these have seen better days. Dented, damaged, but still fierce enough. And still ready to pounce on anyone caught in the traps or drugged with fear toxin.

While the chromehounds can be dispatched, the fear toxin will have to run its course. Closer examination of the hounds and traps shows an insignia of a sword piercing the moon.
03-A: MONSTER NEST
Hostile beasts lurk in the woods. Many are cautious, nocturnal creatures that prefer to emerge at night, and hunt any Drifter who has strayed outside the reach of the Convoy forcefield.

A massive monster nest dwells in a crumbling, abandoned overpass in the middle of the forest. The Convoy does its best to give the area a wide berth, but it’s entirely possible Drifters might still stumble across it: particularly if some of the more annoying creatures like Great Jagras steal food and take it back to the den.

Many of the beasts make their dens in abandoned vehicles littering the overpass: Jagras and Slicemargl take up the better spots, while noxicaps and scavengers linger on the fringes. But the most territorial are the mutant bears, occupying the darker parts of the underpass.
04: SHRINE
The moon glows balefully overhead some nights. An eerie light glows across the sky, like a burning aurora that exacerbates any symptoms the Drifters have picked up this month. Sometimes the trees help to muffle this maddening light. But not always.

There is however a remedy that blocks out the light; dotted near the road or just off the forest paths are shrines carved from stone and wood. The aurora dims near these shrines, and offers breathing room. Small offerings dot the alters, and some are even medicines that can alleviate hallucinations, wanderlust, and the like.

But there’s a price for taking these offerings; the various candles dotting the shrines ignite, flames reaching for the intruder, and burn either a monster change, or a message into their skin. It’s equal odds which one a Drifter receives. The message fades in the span of the month, but offers cryptic words regarding the world, and can be logged in the Convoy database.
05: STASIS WARNING
Pockets of something… Wrong lurk on the road, or just off the path. Many of them are lined with Husks twisted into horrified expressions. Others are little more than a faint distortion and ripple in the air. But once a Drifter wanders into the pockets, the effects become all too clear.

The pockets are alarmingly still when stepped inside. This stillness tries to seep into anyone in the pocket, making them stiffen, their thoughts go sluggish and almost halt… But the Sigils on their skin dispel this before it can completely overtake a Drifter. Sigils disperse the field with explosive results; bursts of fire or electricity, surges of plant grown, rock explosions all burst as the field is dispelled.

The one warning for these pockets are strange symbols and the words ‘STASIS’ inscribed on rocks, trees, and signs around these pockets, warning about them. A couple crisscross the roads needed to take out of the forest. It seems that a Tough vehicle could easily wade in and survive the explosions of magic, while a Fast vehicle would be capable of outracing any trouble… While those on foot will need to hope for the best, or for fast healing.
06: RADIO HOUR
After several days of travel, and around nightfall the Convoy approaches a resting point ringed in Husks. It resembles a log cabin, with some unnerving traits; first, the trees near the cabin become more rigid and geometric, almost like pylons. Second is the large radio tower growing out of the cabin itself. Once the Convoy is in range, the radios, phones, and screens all crackle to life. Screens display a broadcasting logo, followed by an emergency signal drone. Astute Drifters can check the dates that pop up, and realize that this is an old recording.

“Attention, this is an emergency broadcast. Seek shelter immediately. A moon warp is imminent. Repeat, a Moon Warp is imminent. Impact: falling moon shards will cause destruction and distortions. Prepare by seeking cover inside shields. Those caught outside will be twisted. Seek shelter immediately.”

Outside the Husks pulse, and the broken moon shimmers. Several bright spots in the sky grow brighter… And larger, as shards of moon fall. The Convoy comes to a wrenching halt. A warning siren echoes, before the Convoy deploys its shield. Those inside are safe from the worst of the Warp, able to hide out in the Convoy. Nothing like a good time to bond with whoever you’ve been shut in with, right?
07: MONSTER HOUR
Those outside the Convoy will be in for a rougher time. The glow from the falling moon shards has a way of piercing into the brain and forcing a full transformation for as long as the Moon Warp lasts.

During the Warp, there’s plenty of trouble for Drifters. The Husks glow before bursting into a pack of violent, wolf-esque gryphons called Nargacuga, and a host of other beasts. These monsters favor scaling trees for dive attacks, or hauling Drifters up into the branches. But with their focus on the Drifters, the Nargacuga are easy prey for the chromehounds nearby, which pounce in a tangle and clash.

By dawn, the Warp has worn off. The Nargacuga are dead, while the chromehounds have been smashed. Transformed Drifters have two options in the aftermath; either they've burned off so much energy fighting they revert into an exhausted state. They will likely be suffering from disorientation and require rest, healing, and anchoring from others. Alternately, Drifters run wild ahead of the Convoy as something draws them north; they will have a chance to revert next month, in the Messages prompt!


07-A: MONSTER BRAWL
One particularly large and ferocious Nargacuga leads the pack of monsters… And seems to have a particular hatred for technology. He attacks the radio tower, doing his best to knock it down, and then strikes at the Convoy only to be deflected by the shields. Once he’s deflected, he vents his rage on the Chromehounds.

The radio picks up something from the lead Nargacuga each time he bleeds, and a patchy broadcast happens, with different fragments heard by different people:
1. “Serenith has ordered. I obey. Obliterate every trace of Wardens, cull their human flock. Justice for the packs they murdered.”
2. “Keep bleeding them until the moon Breaks, just like she ordered.”
3. “They gave me a place and a pack, where I could hunt.”
4. “Be ruthless. The Steel Wardens aren’t different, with the children they cull.”
5. “Hate… Loss… Blood. Always more blood.”

In its death throes the Nargacuga obliterates any remaining Husks, littering the area with quicksilver pools. Drifters must be careful around these pools, as contact with them will cause all pre-assigned monster traits next month to linger without special treatment.
MICRO ENCOUNTERS:

PLEASE NOTE! These are small bits of set dressing for players to include in threads if they wish, rather than full fledged prompts or events. You may handwave your exploration of these areas, or thread them out.

Radio Trees: A strange line of geometric trees leading towards the radio tower cabin. The closer a Drifter gets, the more they can hear faint music and old broadcasts regarding moon phases.

Hunting Grounds: An area of burnt out husks that have already burst open. There’s a few monster carcasses scattering the area, along with broken weapons and bullet casings. A symbol has been carved into the monsters, or a moon pierced by a sword.

Forest Flowers: A clearing that lacks the grasping trees from before, and instead is taken up by crystalline flowers. They give off a pleasant fragrance, and help to relax characters. Can be crushed into a medicine to help cure long lasting fear toxin effects.

Falling Trees: Drifters are advised to be careful of falling trees obstructing the road, and which may need to be hacked through. Granted, what’s knocking over the trees is another question entirely!

Lakeside: streams and rivers thread the forest, occasionally creating marshy areas. These rivers eventually feed into a massive lake that borders the radio tower cabin. The water is cloudy, and the bottom of the lake covered with the remains of destroyed chrome hounds: they’ve clearly been torn apart by the nargacuga prowling the area.


NAVIGATION










serialmurderbot: (Default)

[personal profile] serialmurderbot 2025-02-11 03:50 am (UTC)(link)
[The benefit (?) of having a mechanical brain - even when it's spiraling into terror, it has the exact degree of how much it's fucked updating in a nice little statistic in some portion of its consciousness.

The creature shudders under it, beating wings as it tries to shake SecUnit off, a move that almost works except for the blade didgging into its flesh still. Its head is fixed towards Serph, tracking his movement more than that of the Nargacuga as it winds up to charge.]


Don't get near.

[Clearer, if only slightly, around the way its voice has warped, strangely overemphasized in places and swallowed by overtone in others.]
bufudine: (human life doesn't sell cheap :|)

[personal profile] bufudine 2025-02-12 04:32 am (UTC)(link)
[Serph doesn't see a reason to ignore the instruction, but even if he doesn't approach, it's a very different matter if the Narcacuga is the one to approaching him.

The ice binding its front paws shatter -- magic doesn't tend to linger long -- as it charges at Serph, wild and near blind with pain. Serph's moving to get out of its path, but he does unsheathe the blade in his right arm to tear through one of the Narcacuga's limbs, cutting meat from bone as its momentum takes it past him.]
serialmurderbot: (named murder)

[personal profile] serialmurderbot 2025-02-12 03:18 pm (UTC)(link)
[The stabbing that SecUnit has done isn't quite efficient - enough to enrage the monster, but not the neat efficient dispatching it's committed in previous fights, relying more on instinct than whatever strategy or machine intelligence is usually giving it the wherewithal to strategize and react on the fly.

Which means two things - one, that Serph's strike to the charging creature does much more to halt its rampage than the SecUnit's maiming, clipping two legs and leaving the creature stumbling into a growling heap. The second is a direct result of that fall, as SecUnit's bladed arm fails to give it enough leverage to remain perched on the creature's winged back, and it gets knocked to the ground, immediately struggling upright and fumbling with the catches on the helmet with one hand.

When it finally peels the helmet away and drops it to the ground, the extent of the transformation becomes more obvious. The human features are still there, but distorted by a strange grey mottling, and the transformation of its mouth - small mandibles line its jaw, and its mouth has been warped into something more jagged plating than human.]


Don't come closer.

[This time, it has the cadence not of a warning, but a threat. There's resolve to its eyes - it doesn't want to, but it knows it will kill if it has to.]
bufudine: (come with me :|)

[personal profile] bufudine 2025-02-15 04:30 pm (UTC)(link)
[Serph makes no moves to approach; it's easy for him to recognise a threat when he hears one. But he doesn't feel threatened, carefully observing SecUnit's revealed features after he ices the Nargacuga again.

Talking someone down isn't exactly something he's used to doing, but he tries anyway-]


I won't. But you can't stay out here.
serialmurderbot: (alert)

[personal profile] serialmurderbot 2025-02-17 06:13 am (UTC)(link)
[The buzzing surrounding it heightens as the nargacuga shifts - even Serph's refreezing doesn't entirely settle it.]

Fuck no.

[It's vehement, despite the difficulty the SecUnit seems to be having with words. It looks towards the barrier, shifting away again and crouching as though readying to make another of those surprisingly long leaps.]

Still contaminated.
bufudine: (Default)

[personal profile] bufudine 2025-02-17 03:57 pm (UTC)(link)
[As far as Serph can tell, SecUnit is referring to its transformation. So Serph insists-]

You cannot infect us. We all are already contaminated.

[Damn it SecUnit, do not flee-]
serialmurderbot: (oh shit)

[personal profile] serialmurderbot 2025-02-17 05:27 pm (UTC)(link)
[That's -

for a moment SecUnit jolts like it's about to take off anyway logical as Serph is being, the level it's operating on right now is less logic than screaming alerts and no small measure of panic and adrenal chemicals flooding its neural organic tissue. The fear is what shows through in its eyes, wide and sharp above the transformed mass of its face.

But the Moon Warp warning echoed across the radio, warning everyone.]


They'll try to kill us anyway.
bufudine: (Default)

[personal profile] bufudine 2025-02-17 10:24 pm (UTC)(link)
[...It's strange to see such fear in SecUnit's eyes. It reminds him too much of Harley.

His uninjured arm twitches, and the blade within it flicks out with an audible sound. His voice takes on a low, deadly undercurrent to it, the same tone as when he had told SecUnit he didn't feel like obeying the laws that ruled him.]


We won't let them.
serialmurderbot: (alert)

[personal profile] serialmurderbot 2025-02-18 06:00 am (UTC)(link)
[The fear doesn't go anywhere, but the way SecUnit goes poleaxed -

Fuck, that sounds like ART. Like its humans. And from an AI-turned-construct (human) that it's talked to all of once.

It finally looks away from Serph, if only because it's experiencing an Emotion and needs that to stop. The buzzing finally fades away to something less like a wasp whining in an ear and more an intermittent hum.]


Fuck. Fuck, fine.

[Nearby there's baying - right now, all that hair-trigger jumpiness seems to have abandoned it.]
bufudine: (roger that :|)

[personal profile] bufudine 2025-02-18 09:11 am (UTC)(link)
[Serph's attention is drawn by the baying. SecUnit seems to have calmed down enough. He's still injured. The Nargacuga is on its last legs.

Serph quickly makes his decision.]


Get back to the Convoy.
serialmurderbot: (network)

[personal profile] serialmurderbot 2025-02-19 04:07 pm (UTC)(link)
[Can it scrape itself together enough for that? Probably.

It's getting to its feet, casting around for the helmet so it doesn't just leave that behind. (Not rational - if there's an attack coming, the more important part is getting away from something it's too compromised to face properly. But it needs that stupid fucking helmet.)]


Two hours max.

[Before what? Given the look it's leveling around the realm of Varuna's mid-chest, maybe it's a threat to come after him.]
bufudine: (roger that :|)

[personal profile] bufudine 2025-02-19 04:41 pm (UTC)(link)
[Serph nods as he advances on the piteously squirming Nargacuga with his blade still drawn, agreeing to SecUnit's terms.]

Two hours.

[If that's what it takes to get SecUnit to get back to safety. Besides, its threat conveniently lines up with his intentions anyway; he hadn't been planning to stay out here for much longer, not with the hunger pressing down ever more strongly at the forefront of his mind.]
serialmurderbot: (processing)

[personal profile] serialmurderbot 2025-02-20 05:44 am (UTC)(link)
[Later it might leave the shields anyway, driven by paranoia or the desire to hunt or not having caught Serph between his return to the shield and painful transformation into a more winged form - for now it nods, catches his eye for just a quarter of a second, hardly enough to really register as a look -

and then it's gone, leaving Serph to face that howling. To hunt, or to kill, or to protect.]