travelagency: (Default)
Blackstaff Travel ([personal profile] travelagency) wrote in [community profile] guest_list2015-01-31 05:30 pm
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OOC: Slip 'n' Slide


OOC: Slip 'n' Slide


The Situation!

Over the day of M11 D23 - M11 D24 (Feb 5 - Feb 10), the town of Blackway and the Blackstaff resort will be experiencing a few... issues.

It's still gently snowing out, but not enough for there to be ice on the ground. So it makes no sense that there are spots on the sidewalk and street where traction will completely disappear. Everything becomes slippery.¹ Whatever someone bumps into when they slide, if it's not fixed to the ground like a pole or a wall, will slip as well. Even something as large as a rover.

The effect will only last for a few minutes in each small area that's affected (the size of an intersection, or the interior of a restaurant, or sending enemies sliding sadly along the outside of the fence patches) but it will be a persistent problem and when you throw large vehicles or objects into the mix serious injuries and property damage occur. Or at the very least, a lot of people are ending up with bruised egos when they fall on their asses. The effects will only take place for two in-game days, and then will end.



On M11 D27 - M11 D29 (Feb 17 - Feb 25) Jeffers will announce that the museum's equipment has detected similar anomalies out in the wild before, consistently in three areas. By the time they were investigated, the effects were no longer occurring so they never knew what they did. While the brief episode seems to be just during that day, Blackstaff wants to make sure they have a way to deal with it if it ever happens again.

The resort and town have volunteered a week of town services with all expenses covered or alternately a paid week's vacation home for anyone that is willing to go out and investigate the distant areas.² They offer it to the imports first, with the hope that the adventure will put them in better standing. Camera drones will be following them to thoroughly record the area. They will be teleported out to near the location when they choose to go. A guide is not essential but Jeffers will insist that investigators should not go alone.

There are rumors around town that these were once where old witches lived, older stories mostly to scare children, but they promise both useful and healing but also some poisonous and dangerous elixirs.



Locations!


The Marsh of Sorrow

This murky, foggy area is still a mystery. The depressing atmosphere generally makes it unpleasant, few structures have been seen around it, and other than the odd anomalies it hasn't had any special significance. Wolves do populate the area more than usual, and the good news is that creepers and skeletons are few and far between. It rains frequently in this location, year round, but this time of year the temperature is just a little lower.

Once you enter the swamp, though, you might find it more difficult to lift your feet. Especially if you're a cynical, morose, sad type of person. It will get worse the further you get into it, and the worse a person's mindset, the more likely they are to start sinking. While no one will know it going in, someone willing to keep their spirit lifted and with ideas on how to haul people to safety is a good idea to have along.


The Offending Swamp

This swamp is a particularly loathsome place. Even most animals avoid it. There is very little wildlife and what wildlife there is runs the risk of being killed by a natural phenomenon whereby small bursts of fires shoot up from holes in the ground. People investigating the area are expected to tread very lightly.

As if that weren’t bad enough, some parts of the swamp smell like walking through massive clouds of the most terrible farts one could imagine. Gas masks may be in order.


The Witch's Den

This swamp, compared to the other two, may seem hospitable. Though after one has been inside of it for a while, voices can be heard occasionally. Familiar ones, telling people to not go somewhere, to turn left there. All of these directions inevitably are leading the explorer back to the outskirts. The animals, even the animals that are from tame stock and shouldn't be skittish, avoid people as if they might be a threat.

This location is littered with the remnants of old houses, possessions that the museum chose, for whatever reason, not to further investigate upon the time of its discovery.



Goals!
In each of these locations there is a witch's hut, an old, dilapidated building (age hardened wood, crudely made) owned by an as of yet unconfirmed race that existed in the old civilization. In the huts there are a number of vials and potions, and the museum will acknowledge the return of the items or the cauldrons from each.

By the hut in the Witch's Den there will be a skeleton (a real skeleton) seated beside the cauldron. It will be the first remains found on Quadratus dated to be older than the first settlers, having not been a part of whatever made the others disappear.

NOTES
1. The beginning of this plot is loosely based off game mods with no friction game mods, which makes objects slide uncontrollably if they're bumped.
2. Paid vacation home will be used for later plots. People who are awarded this will be allowed to take other characters with them.




thumbsdown: (it's a start)

[personal profile] thumbsdown 2015-02-15 04:50 pm (UTC)(link)
Aight cheers \o
domesheriff: (Talking)

[personal profile] domesheriff 2015-02-15 07:59 pm (UTC)(link)
Here it is! Let me know if that doesn't work.