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route666rp2025-03-06 05:39 pm
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MARCH EVENT LOG
After weeks in the forest, the trees begin to fade out in favor of grass; miles of it with every shade of green you’ve ever seen, covering rolling hills. The weather tends to be mild, with scattered clouds blown on gentle winds… But the nights somehow seem just as ominous as those in the forest, with the moon uncovered and glaring down balefully like a broken eye. And wide open as they are, the grasslands have their own share of danger and weirdness.
01: MESSAGES
The grasslands are dotted with abandoned electrical poles and power pylons. Ruined electric cables hand off these towers… But along with that are kites and balloons tied to the structures. If a Drifter gets close enough to grab one, they can find a message tied to the tail end. It’s printed with a memory or a phrase that is distinctly from their home, and their past.
If a Drifter holds onto the message, it might just remind them of home and help them resist any changes. Or even pull them back out of a monster transformation! Or it might just haunt their senses instead, and almost make them visualize and hear where they heard that phrase for the first time. Try not to get lost in those visions. Drifters can potentially carry one other message for another character, if need be; especially if they need to revert someone else from a painful transformation. Be advised that doing so will result in haunted senses.
Drifters are advised not to grip the old electric wires too tightly. They might get voices from the past of this world, all crowding their mind; old talk shows, sports games, and news reports on the moon. It’s enough to leave them with a serious headache if you hang on for too long, if not knocking them out completely.
If a Drifter holds onto the message, it might just remind them of home and help them resist any changes. Or even pull them back out of a monster transformation! Or it might just haunt their senses instead, and almost make them visualize and hear where they heard that phrase for the first time. Try not to get lost in those visions. Drifters can potentially carry one other message for another character, if need be; especially if they need to revert someone else from a painful transformation. Be advised that doing so will result in haunted senses.
Drifters are advised not to grip the old electric wires too tightly. They might get voices from the past of this world, all crowding their mind; old talk shows, sports games, and news reports on the moon. It’s enough to leave them with a serious headache if you hang on for too long, if not knocking them out completely.
02: TRANSMITTER
Out on the road, Drifters glimpse buildings, which are unnervingly empty. Equally unnerving are strange forms lining the roads, the closer the Convoy gets to the broken buildings. All of them look vaguely humanoid, but half melted and coated in something metallic. Clearly the Husks weren’t limited to the forest, with how many litter the landscape. Some Husks become violent, breaking open as strange ostritch-bird and reptilian monsters claw their way out. Such creatures can be easily dispatched, but still harry Drifters.
Other, inert Husks give off an odd metallic hum. Getting close enough to touch the Husks makes the hum louder, and can trigger behavior changes in Drifters. While the inert Husks can’t force transformations, they leave Drifters restless, on edge, and activating psychological monster traits.
When the Convoy makes camp, it is inevitably near Husk clusters. The metallic hum only increases as the sun goes down. But the Convoy has a counter for that. A haunting melody starts to play on the Convoy speakers, and from any phones; taking the sound closer to the Husks causes ghostly forms to rise up and towards the moon. It puts a stop to the odd humming… At least until the next camp.
Other, inert Husks give off an odd metallic hum. Getting close enough to touch the Husks makes the hum louder, and can trigger behavior changes in Drifters. While the inert Husks can’t force transformations, they leave Drifters restless, on edge, and activating psychological monster traits.
When the Convoy makes camp, it is inevitably near Husk clusters. The metallic hum only increases as the sun goes down. But the Convoy has a counter for that. A haunting melody starts to play on the Convoy speakers, and from any phones; taking the sound closer to the Husks causes ghostly forms to rise up and towards the moon. It puts a stop to the odd humming… At least until the next camp.
03: ROUND 'EM UP
Those with sharp eyes will notice something different one morning, on a nearby hill. It appears to be a flock of cattle… Which might well be a welcome sight for those wanting beef for dinner. As the Convoy rolls closer, it swiftly becomes clear these aren’t normal cattle. Their skin is shiny, scale-like and metallic, and their eyes glow. Those hooves also look sharp enough to punch right through a car door.
These are bull gorgons, the guidance computer helpfully notes. And they are capable of exhaling a petrifying mist; one deep breath is enough to make a person slow, two freezes them in place, and three turns them to stone. Luckily the blood of a gorgon bull can also cure the effect. Drifters won’t be able to capture such dangerous beasts for livestock, but they can still try and wrangle them and harvest them for meat! The skin and horns are both tough enough to be turned into tools, as needed.
Tough cars can easily square off with a gorgon bull and come away victorious. Other cars are advised to try lassoing from a distance, and wearing the animals down before moving in for the kill.
These are bull gorgons, the guidance computer helpfully notes. And they are capable of exhaling a petrifying mist; one deep breath is enough to make a person slow, two freezes them in place, and three turns them to stone. Luckily the blood of a gorgon bull can also cure the effect. Drifters won’t be able to capture such dangerous beasts for livestock, but they can still try and wrangle them and harvest them for meat! The skin and horns are both tough enough to be turned into tools, as needed.
Tough cars can easily square off with a gorgon bull and come away victorious. Other cars are advised to try lassoing from a distance, and wearing the animals down before moving in for the kill.
04: BUILDING THUNDER
There’s dark clouds boiling up in the sky. Those who shelter in the Convoy will be spared the worst of the storm… Though the winds have a way of screaming, trying to call Drifters out into the storm. And flecks of metal and glowing moonshard stone have a way of replacing rain and intensifying the storm.
If exposed to the storm outside the forcefield, Drifters experience the following:
Gale Force: Drifters are swept up by the winds and tossed about, and even thrown skyward. Drifters damaged by the wind will find themselves inflicted with temporary Harpy traits. These traits become more intense as Drifters experience hunger or violence.
Deluge: Drifters exposed to rain are at risk of almost drowning, along with shards of Husk metal and moon shards slicing down. Drifters damaged from rain will find themselves inflicted with temporary Naga traits. These traits grow worse as Drifters lie, omit truths, or tell falsehoods.
These traits last as long as the weather remains stormy; the symptoms ease as the skies clear, only to flare back up as storms return, and will remain that way as long as the Convoy remains in the grasslands.
If exposed to the storm outside the forcefield, Drifters experience the following:
Gale Force: Drifters are swept up by the winds and tossed about, and even thrown skyward. Drifters damaged by the wind will find themselves inflicted with temporary Harpy traits. These traits become more intense as Drifters experience hunger or violence.
Deluge: Drifters exposed to rain are at risk of almost drowning, along with shards of Husk metal and moon shards slicing down. Drifters damaged from rain will find themselves inflicted with temporary Naga traits. These traits grow worse as Drifters lie, omit truths, or tell falsehoods.
These traits last as long as the weather remains stormy; the symptoms ease as the skies clear, only to flare back up as storms return, and will remain that way as long as the Convoy remains in the grasslands.
04: MONSTER SHIFT, NAGA
This month, Drifters will have access to the serpentine Naga. On top of all Naga species traits being available, the following occurs:
+Cold Blooded: the rain and storms can potentially make Naga slow and sluggish, or inclined to sleep or seek out other heat sources to gain energy; this includes basking in body heat from others!
+Water Divert: With their water shaping, Naga can divert falling rain and even ground saturation to make the area or other Drifters more dry. They can also concentrate water into different areas, and can also change water into mist or ice.
+Blue shift: the scales of Naga become more vibrantly blue, or a strange mottled combination of blue and stormy gray, the more intense the rains become. These scale colors can also reflect their moods.
+Extra arms that are painful and disorienting to grow, and can result in coordination issues.
+Scale Pains: Pain and discomfort when scales grow in, as well as fangs or talons!
+Water glide: during floods from the rains, Naga find they can easily traverse deep water as though they were simply walking (or slithering) across it.
+Thermal vision, making it easy to track others in the middle of storms. Vision may also become disorienting, and eyes become slitted.
+Cold Blooded: the rain and storms can potentially make Naga slow and sluggish, or inclined to sleep or seek out other heat sources to gain energy; this includes basking in body heat from others!
+Water Divert: With their water shaping, Naga can divert falling rain and even ground saturation to make the area or other Drifters more dry. They can also concentrate water into different areas, and can also change water into mist or ice.
+Blue shift: the scales of Naga become more vibrantly blue, or a strange mottled combination of blue and stormy gray, the more intense the rains become. These scale colors can also reflect their moods.
+Extra arms that are painful and disorienting to grow, and can result in coordination issues.
+Scale Pains: Pain and discomfort when scales grow in, as well as fangs or talons!
+Water glide: during floods from the rains, Naga find they can easily traverse deep water as though they were simply walking (or slithering) across it.
+Thermal vision, making it easy to track others in the middle of storms. Vision may also become disorienting, and eyes become slitted.
04: MONSTER SHIFT, HARPY
The storm will bring a second monster this month, in the form of Harpy. On top of all Harpy species traits being active, the following occurs:
+Storm Rider: high agility and capable of flying through the storm winds without hindrance. Even tornadoes can be mastered!
+Feather pains: itching, or full pain when growing feathers or wings. Talons may also be painful when growing from fingers or from feet.
+Wind Affinity: able to shape wind, including diverting the worst of the storm winds, or summon and focus wind into razors.
+Warbling Voice: words may waver and slip into something more songlike, or even a damaging sonic scream if emotions are heightened.
+Height Call: a need to get higher into the air, whether through perching on buildings or the convoy, or through flight. A sense of euphoria as they go higher.
+Nest Building: a compulsion to create a nest out of spare and soft objects, and feeling more safe inside that space.
+Heightened vision like a bird of prey, able to pick out details even at great distance. This may be disorienting at first, as vision becomes telescopic.
+Storm Rider: high agility and capable of flying through the storm winds without hindrance. Even tornadoes can be mastered!
+Feather pains: itching, or full pain when growing feathers or wings. Talons may also be painful when growing from fingers or from feet.
+Wind Affinity: able to shape wind, including diverting the worst of the storm winds, or summon and focus wind into razors.
+Warbling Voice: words may waver and slip into something more songlike, or even a damaging sonic scream if emotions are heightened.
+Height Call: a need to get higher into the air, whether through perching on buildings or the convoy, or through flight. A sense of euphoria as they go higher.
+Nest Building: a compulsion to create a nest out of spare and soft objects, and feeling more safe inside that space.
+Heightened vision like a bird of prey, able to pick out details even at great distance. This may be disorienting at first, as vision becomes telescopic.
05: ZOLOM HUNT
As the Convoy travels into marshy points in the grasslands, it becomes clear something is following. Something is hunting the Convoy, disturbing the boggy ground in waves and humps as it travels. It’s hard to say what exactly the monster is, just that it’s BIG and feeling out the Convoy, seeing if it can find prey.
Drifters who try attacking as it hunts will see the shape sink into marshy ground and shrink away, before returning. After about an hour of building tension, it finally strikes. The ground erupts in a spray of water, as a thirty foot serpent called a Zolom rises out of the ground.
Going by the hissing surrounding the Convoy, it’s clear there isn’t just one. The Zoloms go for any who attacked them while hunting, identifying those as the biggest threat, followed by whatever looks like the best prey.
In the aftermath, Zoloms can be harvested. Their fangs are sharp, their scales are tough and can make good leather, and their blood, while corrosive, can still be contained in vials for poisons or anti-venom study by the more medically inclined. And the meat may taste a bit gamey and oddly spicey, but it’s still edible. But first, Drifters need to survive the onslaught.
Drifters who try attacking as it hunts will see the shape sink into marshy ground and shrink away, before returning. After about an hour of building tension, it finally strikes. The ground erupts in a spray of water, as a thirty foot serpent called a Zolom rises out of the ground.
Going by the hissing surrounding the Convoy, it’s clear there isn’t just one. The Zoloms go for any who attacked them while hunting, identifying those as the biggest threat, followed by whatever looks like the best prey.
In the aftermath, Zoloms can be harvested. Their fangs are sharp, their scales are tough and can make good leather, and their blood, while corrosive, can still be contained in vials for poisons or anti-venom study by the more medically inclined. And the meat may taste a bit gamey and oddly spicey, but it’s still edible. But first, Drifters need to survive the onslaught.
05-A: ZOLOM ATTACK
Constrictor: The lead Zolom constricts the Convoy trailers to try and crack them open and spill any Drifters out. Other Zoloms target vehicles, trying to get at the Drifters driving them. Tough cars can stand up to the coils and ram into the Zoloms enough to disorient them. Fast cars can easily outpace the Zolom, and if needed lead serpents away from the Convoy before doubling back.
Beta and Venom: There's more danger after Zoloms take wounds. Their blood steams as it hits the ground, burning grass and earth and steaming the water. Zolom blood is laced with venom that either burns Drifters bodies… Or burns their thoughts, inflicting them with a berserk frenzy. The Zoloms also super heat the air in a circle and spit out venom as fire. Cars can protect from the firestorm, though only the Toughest of the bunch will be able to drive away without serious damage.
Death Rattle: With enough tenacity, Drifters are capable of defeating the Zoloms or driving them away. (Spiking them on the top of a nearby tree is optional.) At the end of combat, the Zoloms have a parting gift as they lash, writhe, and snap.
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.
Ruined Buildings: Grow more numerous, encountering one or two a day. Usually in the form of residences, or farms. Many of them have been gutted from both time, elements, and moon warps. But a handful still hold basic supplies; medical kits, canned food, etc. They also hold hastily scrawled maps that show the surrounding area… And a parched looking area surrounding the grasslands. It looks as though the Convoy is heading right towards it.
Farmlands: Occasionally interrupt the rolling grasslands. They look scraggly and overgrown, with sparse crops available. The handful of food in such areas is edible with no ill affects, but the taste profile is confused: apples taste like watermelons, corn tastes like avocados, etc.
Wind Turbines: A few lonely wind turbines still dot the landscape, spinning even without anyone to maintain them. They give a lonely whistle as they turn, perhaps even sounding a little like a whisper… And one trying to mimic the message Drifters may have received on the power lines.
Eunie | accidentally sort of a naga for a bit
Eunie is no stranger to scavenging for food and supplies, but it's never been so easy as walking into a house and finding shelves full of canned goods. And as weird as it is, the faint golden glow she's been giving off since the last Moon Warp has been remarkably helpful for lighting up dark areas. It's not long before the bed of her truck is rattling with various cans and boxes of whatever she deems useful or at least interesting- they can sort through it all later, she supposes.
She's found another building to
lootexplore, only the front door appears to be locked. No problem- she kicks it until it gives, then kicks it one last time to throw it open all the way. And then she freezes, because she's met with the lifeless gaze of another one of those sparking husks sitting directly in her path."Nope. Not today." She says to no one in particular, and starts to back away and return to her vehicle, when the husk suddenly explodes, something covered in feathered and talons clawing its way out. With a shout, Eunie pulls her Gunrod loose from the makeshift holster she fashioned to keep it on her back, points the rifle end into the building, and starts firing wildly. Needless to say, whatever was crawling out of the husk doesn't make it very far.
When she's convinced the thing is dead enough, Eunie lets her weapon drop to her side, panting heavily from the effort of concentrating so much power into her gun. "Stupid thing, almost gave me a bloody heart attack."
B: Down comes the rain
She had all intentions of being under the force field this time. Really, she did. It's not her fault that the winds were so loud that it sounded like someone screaming, and she felt that she had to investigate just in case there was a survivor out there. That's how she ends up drenched- the skies opened up above her and the torrent was so sudden and powerful that it nearly knocks her to the ground. What actually bowls her over is the sudden, sharp pain running up and down her entire body, like thousands of needles pushing through her skin. But when she manages to open her eyes and look down at her arms, she sees it's not needles, but scales erupting from under her skin. She's so shocked by the sight that she can't even bring herself to curse.
---
While the weather persists, Eunie can be found grumping about the Convoy, often wrapped in a blanket she swiped from the bedroom areas and complaining about how cold it is.
"I've got half a mind to power up every burner in the kitchen," She gripes one day while burrito'd up in the common car. "Maybe that'll get rid of this bleedin' chill."
C: Snek attack
Look, just because she's part snake now (somehow) doesn't mean she's about to sit out fighting a giant one, especially when it's grabbing vehicles and trying to bust them open to get to the soft, chewy people inside. She takes aim with her Gunrod and starts firing ether blasts at the coiled monster.
The bullets are enough to get the Zolom's attention, as it snaps its head towards her, spitting fire at her. While she avoids getting scorched, the heat seems to addle her mind and a crazed grin spreads across her face.
"C'mon you sparkin' noodle! That the best you got?" She taunts, preparing to fire again instead of maybe running for cover like a sane person would.
Down Comes The Rain
Because someone is already heading towards the kitchen with an armful of potatoes and... kinda-close-enough-beef harvested off those gorgon-things. Akihiko has a light in his eyes that looks plenty determined. After going through all that effort to get supplies, he's going to do SOMETHING with them.
"I need to see how much I remember from a friend's cooking lessons. I could use a second opinion about it."
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"Might as well do something with the stuff we found. Though uh... I understand the potatoes might taste a bit weird. Something to keep in mind."
He also gives a quick grin at the 'best friend' comment.
"Fair is fair; I used to say the same thing to my best friend whenever he offered to cook a meal."
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"Now you've got me curious, how can potatoes be weird? They're potatoes! And they don't look out of the ordinary to me."
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Not much of a complaint for me, either; good to have some extra sources of meat. Or meat flavored stuff."
[He opens the door to the kitchen as he says that. This place, at least, is feeling more and more familiar to him. Maybe his own bunk room feels weird, but the kitchen and dining room is the closest thing he has to home right now. Akihiko starts moving around the place with a relaxed air, switching on the stove and the oven as promised, and putting a little more heat into the room.]
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While Akihiko busies himself in the kitchen, she plops next to the nearest stove.
"You look like you know your way 'round a kitchen."
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And in a decent span of time, he's got pair of potatoes and gorgon-beef stacked up on two plates. (And a few vegetables begrudgingly set on the side.)
"Sorry. Couldn't resist making some for myself. My appetite has been... Weird, lately. Really persistent, like I'm always burning energy."
He puts the plates on a table as he talks, looking more than ready to dig in.
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Granted. He's been giving off sparks every now and then, but he still doesn't feel like that's the same as being a living night light.
"Anyway... Hope that warms you up. Always more of it left in the fridge."
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She shovels potatoes into her mouth and chews, thoughtfully.
"You know what... I could get used to meaty potatoes."
A
lootscavenging trip. While she went for the front door he circled around back to see if there was another way in or some hazard. The sound of the door being kicked in didn't alarm him much but the gun fire did.Pulling his own rifle off his back he rushes around to the front of the building, but Eunie's finished the monster by the time he gets there.
"E-everything okay? What happened?"
There's clearly a monster dead on the floor and what might be a burst husk, but he can't be sure those are actually connected.
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"...Everything's okay now." She says, apparently satisfied. "Bugger thought it could take me by surprise!"
Well, it sorta did.
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"Weeell, it all happened really fast, but I'm pretty sure it climbed out o' the husk." Because she opened fire before she got a good look at it.
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B
Leo can't help but feel some sympathy, when he sees his fellow traveler all wrapped up in a blanket. After all, he's been there.
"You'd be better off finding something that works as a heat lamp," he observes. "Not that I'd know where to get one..."
He himself is not sporting any naga or harpy changes, but his skin is pale and looks almost sickly. He feels fine, though.
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Actually, looking like a ghost isn't too far off the mark, but he doesn't want to acknowledge it.
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"Ah! You wound me! Am I not allowed to be concerned about my own dear travel companions?" She gasps, dramatically, before grinning a little. "But seriously, mate, did that rain do a number on you, too?"
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Leo sighs dramatically, pulling on his own cheeks. “My beautiful stripes are losing their neon!”
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"Well, at least you're still, er, mostly green?"
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He comes closer. "So all this happens if you take a dunk in the water, right? I dunno if I'd rather get dragged up into the sky and get wings."