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monstertruckers) wrote in
route666rp2025-06-07 04:39 pm
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JUNE EVENT LOG
Eventually, gravity behaves normally as the Convoy reaches a new region. Rivers crisscross this area, carving paths through hills and valleys alike. The vegetation has come back in earnest, after being thinned out by the thorn scrub and ragged brush. Now green grass and flowers are thick on the hills, along with scattered trees. The weather begins to cloud over, with dour skies and rain being a constant. The moon and sun alike are often smothered by clouds, making for gloomy and moody scenery in turns.
01: GAS STATION GALLOWS
Surprisingly, there’s another gas station so soon, right where the river bends. With sheets of rain coming down and the sky growing dark, it looks like the safest spot… At least until the Convoy comes in close. Bodies hang from the roof of the gas station, like macabre puppets on strings and nooses. They have long since turned to Husks with hints of transformations poking through. A message has been spray painted on the ground: “PURGE.” Under the message is a symbol of a sword piercing the moon, and a name: “Steel Wardens.”
The Convoy tries start the speakers, like in the grasslands… But something is wrong. Last month’s attacks took a heavy toll on the Convoy. Instead, the phones of various Drifters start playing the melody. A crackling transmission comes in:
“Sorry… Gotta ask this of you. Only way to help these poor bastards on their way. In return… Try to answer your questions-”
The radio cuts out after that. But if Drifters choose, they can send out a message after sending a Husk on their way. The radio will try to answer, though reception is still patchy and responses are short.
The Convoy tries start the speakers, like in the grasslands… But something is wrong. Last month’s attacks took a heavy toll on the Convoy. Instead, the phones of various Drifters start playing the melody. A crackling transmission comes in:
“Sorry… Gotta ask this of you. Only way to help these poor bastards on their way. In return… Try to answer your questions-”
The radio cuts out after that. But if Drifters choose, they can send out a message after sending a Husk on their way. The radio will try to answer, though reception is still patchy and responses are short.
02: BROKEN SHIELD
As the Convoy tries to settle down for an evening, something goes wrong. The shield flickers in and out, before popping like a soap bubble. While most of the local Husks have been exorcised thanks to fellow Drifters, it’s still a tense couple of nights.
And without the shield, the effects of the moon becomes more vivid. Some nights the storm clouds help mask the moon and dampen the call… But other nights it can break through the gloom and shine harshly on the Convoy. Drifters may find themselves spending sleepless nights wandering the Convoy perimeter… Or maybe wandering out into the wilds. Where there’s still no shortage of other monsters prowling around, and waiting to pounce on any fresh meat. A few of them may even try raiding the Convoy now that the shield is down. Some Drifters may opt to form watches during the night, or try to find some form of fitful sleep. After several nights of this, the Convoy itself seems to have had enough, with how the screens flare up one morning to show a map and repeat a message:
“Scan complete. Field Generator components found nearby. Request immediate retrieval and installation.”
And without the shield, the effects of the moon becomes more vivid. Some nights the storm clouds help mask the moon and dampen the call… But other nights it can break through the gloom and shine harshly on the Convoy. Drifters may find themselves spending sleepless nights wandering the Convoy perimeter… Or maybe wandering out into the wilds. Where there’s still no shortage of other monsters prowling around, and waiting to pounce on any fresh meat. A few of them may even try raiding the Convoy now that the shield is down. Some Drifters may opt to form watches during the night, or try to find some form of fitful sleep. After several nights of this, the Convoy itself seems to have had enough, with how the screens flare up one morning to show a map and repeat a message:
“Scan complete. Field Generator components found nearby. Request immediate retrieval and installation.”
03: POWER PLANT APPROACH
The structure in question lays in the middle of a lake, fed by several rivers. It looks like some form of old water-fed power plant, with broken wheels still turning. Approaching the power plant is possible through either precarious and half rusted bridges (travel on foot is advised!) or through fording the water. Though that carries its own risk. (See Prompt 4: Don’t Drown.)
Approach on the bridges is a risky matter. The metal looks ready to fall apart if too much weight is placed on it. Hopefully Drifters approaching this way are light footed, or have some means of rescue if the floor breaks underneath them.
The power plant also has its own defenses in the form of floating puffer fish flying above the lake, and strange elongated diving monsters swimming the depths. The Blugu attack with needles and sleep bubbles, trying to knock any Drifters of bridges into the waters below for the Divers.
Approach on the bridges is a risky matter. The metal looks ready to fall apart if too much weight is placed on it. Hopefully Drifters approaching this way are light footed, or have some means of rescue if the floor breaks underneath them.
The power plant also has its own defenses in the form of floating puffer fish flying above the lake, and strange elongated diving monsters swimming the depths. The Blugu attack with needles and sleep bubbles, trying to knock any Drifters of bridges into the waters below for the Divers.
03-A: POWER PLANT EXPLORATION
The Convoy reports say that the generator is in several components that different groups of Drifters need to find in the old building. Be warned that there’s flooding in parts of the hallways, the deeper one goes. And the water might still very well have some weird, transformative properties! If it doesn’t, there are still partially submerged hallways that reflect Drifters anxieties, regrets, and insecurities back on them. But with searching, Drifters can find generator components in the following rooms:
Boiler Room, where an old machine still shoots out super hot steam that can easily burn and scald.
Bone Room, which clearly isn’t part of the old workings, but something has co-opted this room and turned it into a collection of bones. Bones from monsters, metal bones from husks… All of them carrying sharp edges.
Cold Room, where repeated Moon Warps have turned this room into a freezer. At least the component isn’t damaged, and just needs to be chipped out of the ice?
Electric Room, which has gone a bit haywire, with stray bolts of electricity criss-crossing the room. The component lays in the center, but to reach it the electricity must be dodged or redirected.
03-B: POWER PLANT INSTALLATION
Jars:There is one more room taking up a chunk of the ruins. It is filled with jars that reach from floor to ceiling… And those jars have people in them. Or the remains of people. They’re overgrown by vines and plantlife, turned to Husks, and their heads are broken and cut open. Drifters likely have a good guess on where those brain monsters from last month came from.
Next to the jars is a monitor with a brief message: “Contact lost with----. Engaging emergency sleep procedures. We may never wake, but we need to try.” There’s a handful of people still intact in their jars… But getting too close to them trips an alarm system. Chromehounds, lasers, the works all turn on to try and drive Drifters away from the room!
Installation:Thankfully, returning to the Convoy and installing the generator pieces is easy enough. They fit together easily, almost magnetically. Anyone with a degree of tech savviness can aid in the effort, and a compartment in the Convoy opens up to help install the generator.
After this, the shield finally hums to life, and nights become a lot more peaceful.
Next to the jars is a monitor with a brief message: “Contact lost with----. Engaging emergency sleep procedures. We may never wake, but we need to try.” There’s a handful of people still intact in their jars… But getting too close to them trips an alarm system. Chromehounds, lasers, the works all turn on to try and drive Drifters away from the room!
Installation:Thankfully, returning to the Convoy and installing the generator pieces is easy enough. They fit together easily, almost magnetically. Anyone with a degree of tech savviness can aid in the effort, and a compartment in the Convoy opens up to help install the generator.
After this, the shield finally hums to life, and nights become a lot more peaceful.
04: DON'T DROWN
There’s a river that snakes through the landscape. It turns blood red during sunsets, glows with starlight at night, and is an almost hypnotic blue during the day. Once or twice, the Convoy crosses over it on long bridges. And it eventually empties into a massive lake with the abandoned powerplant in the center.
If someone chooses to ford the river or take a dip in it, something more unnerving happens. The waters go still and reflect the Drifter, no matter how much splashing is done. The deeper anyone goes, the more the reflection grows; most of the time, the reflection is some aspect a Drifter would sooner keep hidden. The river might even replay an image of something they regret.
If a Drifter gets up to their chest in the water, their reflection snaps into a monstrous form, and something pulls them underwater. When they emerge they are completely changed. This effect lasts the entire month before wearing off in dryer climates: the only way to cut it short is to take Salve from the thorn scrub, or gamble with the hospital medicines.
If someone chooses to ford the river or take a dip in it, something more unnerving happens. The waters go still and reflect the Drifter, no matter how much splashing is done. The deeper anyone goes, the more the reflection grows; most of the time, the reflection is some aspect a Drifter would sooner keep hidden. The river might even replay an image of something they regret.
If a Drifter gets up to their chest in the water, their reflection snaps into a monstrous form, and something pulls them underwater. When they emerge they are completely changed. This effect lasts the entire month before wearing off in dryer climates: the only way to cut it short is to take Salve from the thorn scrub, or gamble with the hospital medicines.
05: MONSTER SHIFT, MERFOLK
The waters of this area have one last twist; submerging imparts Merfolk traits. On top of all Merfolk traits the following is also available this month:
+Double Drowning: Merfolk with the compulsion to drown other creatures can find some very tempting targets along the river banks; horse-like creatures lingering near the waters. But upon contact with the creatures, it becomes clear that not only are they life-like machines, they rapidly disassemble into weighted nets. Or they just explode into shrapnel; either option can spell trouble for the Merfolk!
+Current Thrall: whenever the sun sets, the river currents change to something more chaotic and twisted, uncertain which way to flow. This lasts until moonrise, when they settle on flowing the opposite way. But it will be up to Merfolk to shape water or survive the twisting currents until then.
+Illuminating Light: Bioluminescence can light up the bottom of lakes and rivers, revealing the remains of Husks and almost prophetic writing carved into stone.
+Not So Dry Land: Merfolk pulled onto dry land can shape water into containers and spheres to keep them hydrated… And with some focus and practice, even give themselves a way to surf across land!
+Bigger Fish: The lakes and rivers hold their share of monsters besides the Merfolk. Some, like Mizutsune and packs of Forneus and Divers, see Merfolk as viable prey, and appetizing to boot.
+Double Drowning: Merfolk with the compulsion to drown other creatures can find some very tempting targets along the river banks; horse-like creatures lingering near the waters. But upon contact with the creatures, it becomes clear that not only are they life-like machines, they rapidly disassemble into weighted nets. Or they just explode into shrapnel; either option can spell trouble for the Merfolk!
+Current Thrall: whenever the sun sets, the river currents change to something more chaotic and twisted, uncertain which way to flow. This lasts until moonrise, when they settle on flowing the opposite way. But it will be up to Merfolk to shape water or survive the twisting currents until then.
+Illuminating Light: Bioluminescence can light up the bottom of lakes and rivers, revealing the remains of Husks and almost prophetic writing carved into stone.
+Not So Dry Land: Merfolk pulled onto dry land can shape water into containers and spheres to keep them hydrated… And with some focus and practice, even give themselves a way to surf across land!
+Bigger Fish: The lakes and rivers hold their share of monsters besides the Merfolk. Some, like Mizutsune and packs of Forneus and Divers, see Merfolk as viable prey, and appetizing to boot.
06: DROWNED SONG
The power plant shifts the further it sinks into the depths. Waters flood the lower levels, and transform the structure; industrial concrete and tunnels are replaced by ornate columns and a spacious ball room, along with an opulent stage.
And almost all of it is submerged in transforming waters. Only merfolk (or those sharing a Merfolk’s kiss) have a chance of surviving this area. Flood waters can easily sweep Drifters down into the depths. There’s even stray rivers that feed into the underwater opera from the outside.
A silent leviathan traces through the ruins, serpentine and whale like. It has no interest in the Drifters unless they float too close to its mouth and appear as snacks… But its wake generates strange whirlpools that can bash and bruise, and keeps everyone trapped in the opera house. Bubbles rise up from the floor or swirl in the whirlpools, and provide flashes of vision: a finned priestess meditating on the moon and then sinking into the depths. Said bubbles also release soft melodies of song; beware of potentially singing along, which can draw attention from the drowned machines.
And almost all of it is submerged in transforming waters. Only merfolk (or those sharing a Merfolk’s kiss) have a chance of surviving this area. Flood waters can easily sweep Drifters down into the depths. There’s even stray rivers that feed into the underwater opera from the outside.
A silent leviathan traces through the ruins, serpentine and whale like. It has no interest in the Drifters unless they float too close to its mouth and appear as snacks… But its wake generates strange whirlpools that can bash and bruise, and keeps everyone trapped in the opera house. Bubbles rise up from the floor or swirl in the whirlpools, and provide flashes of vision: a finned priestess meditating on the moon and then sinking into the depths. Said bubbles also release soft melodies of song; beware of potentially singing along, which can draw attention from the drowned machines.
06-A: SONIC CRY
An array of ornate dish shaped machines catch all sound and magnify it… And track the leviathan as it moves through the opera house, always angled on the monster. As the machines collect more sound, they echo it back in damaging soundwaves that sound like a requiem or a dirge.
The sound in turn is distorted into words that match the bubble visions:
“Offer your songs and voice to the moon… She can transform them into power, greater than anything the Wardens could ever give. Even as the old audience fears you, the moon will always listen… Such monsters are a poison. To the water. The land. The very air. They are a blight upon our world that pollute everything. We will always find new and better ways to cull, as long as they come back.”
Anything caught up in those sound waves can feel pressure and pain in their bodies, but that’s just a side effect of the crossfire. The machines are focused on the leviathan, and bringing it down now that they have ammunition. It’s all enough to seriously damage or outright kill the leviathan depending on how much noise Drifters make, or how much song is pulled out of them by the currents and the bubbles.
The sound in turn is distorted into words that match the bubble visions:
“Offer your songs and voice to the moon… She can transform them into power, greater than anything the Wardens could ever give. Even as the old audience fears you, the moon will always listen… Such monsters are a poison. To the water. The land. The very air. They are a blight upon our world that pollute everything. We will always find new and better ways to cull, as long as they come back.”
Anything caught up in those sound waves can feel pressure and pain in their bodies, but that’s just a side effect of the crossfire. The machines are focused on the leviathan, and bringing it down now that they have ammunition. It’s all enough to seriously damage or outright kill the leviathan depending on how much noise Drifters make, or how much song is pulled out of them by the currents and the bubbles.
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.
Boat Salvage: There’s a large amount of abandoned boats on the river, some beached and some drifting free in the rivers. It’s possible to salvage equipment or supplies from them… Just make sure you know how to swim, in case you fall overboard.
Gone Fishing Part 2: Much like the marshes in the forests, there’s spots for fishing here as well! Please remain careful with submerging in the water, as the transformed fish are still willing to bite back.
Flooding: One aspect of the river lands, especially with the waters and rains, is the roads flooding over. Some can be crossed with risk, others require routing around. Or a bit of creative bridge building.
Rain: Storms are a constant in the river lands, ranging between fog and mist, to complete downpours, and thunderstorms! It can make for somber moods, with occasional breaks of sunlight or moonlight.
no subject
[Maybe it would be more noble. But there's not a lot of nobility in piles of bodies. SecUnit doesn't stare as Blake lowers it into the grave, only waits for long enough to be sure that the weight of the encased creature isn't too much for the teenager. Then it turns back to get the next body, to lay it closer.]
They'll come after us anyway. If they have a method to know who's here, it'd already be deployed.
[Optimistic as always.]
You're used to bodies.
no subject
Its assumption prompts a chaotic mix of emotions-- somewhere between self-consciousness and sadness. She smiles a little, rueful, and climbs out of the shallow grave to start shoveling dirt on top of the Husk laid within. ]
Not really. Sometimes-- I grew up as part of an activist group for Faunus. That's what we call people with animal features, where I'm from. When I got older, the leadership let me come on missions to help free our people from the places they were being held and exploited. Usually mines. Sometimes... when we got to the cages, one or two of them would be so badly malnourished or injured that they didn't survive much longer.
But Adam, my partner, never really let me help with the bodies. He always said I was too young. Too sensitive. [ At the time, she'd thought it romantic, that he was protecting her. Now she realizes it was just another manipulation tactic. Presenting himself as the matyr, the tough guy. ] I've seen enough graves to know how to dig one, at least.
Have you... seen a lot of bodies?
no subject
Yes.
[There's a lot of follow-ups it could have to that, and the thought of them all colors its tone. I made most of them, but not all. Or, If we were from the same place, you'd probably have been killed by someone like me. Or even just, I didn't get built with guns in my arms to not kill people, no matter what I thought about it.
Instead, it says;]
In my experience with the humans who create forced indenture mining installations, they don't care if they have to murder to prevent their workforce from escaping.
no subject
There's something about SecUnit. A sadness, maybe. A withdrawn reservation. Blake can't quite put her finger on it, but she's intimately familiar with introverted socially awkward traumatized people; she knows exactly what that looks like.
Its reply makes her ears droop in sympathy. ]
No, they really don't.
[ There's a shared experience there, then. It's seen the same kind of exploitative mines that she has. Blake falls silent for a moment, the only sound around them the sigh of the wind and the sound of dirt filling in the grave. ]
Did you... used to work at a mine?
no subject
It's going to have to tell the truth, which probably means Blake is going to want to avoid it now, whether from fear or from anger. It sets down the next body and backs off a few steps in preparation of that reality.]
Sometimes I was contracted out to planetary surveys. Sometimes it was to mining installations. If there were any smuggling operations active while I was contracted, they weren't detected.
[It has guns in its arms. It doesn't take much guessing to figure out which side it was working.]
I don't do that now that I can choose my contracts.