spaceshipit: (particle feathers)
The Mod Journal ([personal profile] spaceshipit) wrote in [community profile] driftfleet_ooc2017-03-17 08:18 pm
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We Have to Go Deeper

It's been a couple weeks since arriving to Mafik. Several passengers have been hard at work, trying to get to the bottom of the mysterious illness that's been hurting the local population. Well, after days of research, it looks like your efforts are about to pay off…


The Source.
After extensive research and data analysis, it becomes clear that whatever is causing these toxins is coming from within the Depths, and has been for at least a few years now. Not only that, but it's far enough down that simply scanning it from outside the protective barrier is not enough to get a clear picture. It seems the only way around this problem is to go down to the Depths itself.

The Depths have been long forbidden to enter, but the Dasioe are getting desperate and so they will allow any willing passengers to venture down there. However, the crevices and canyons are much too narrow for a fleet ship to traverse - so to get down there, passengers will either need to bring an SR Shuttle or borrow a shuttle from the Dasioe (more on that in a bit). There's no way of knowing what's down there, so if you do go, you better go prepared.

In other words, like the water temples this month we’re going to have a player-guided adventure to help save the Dasioe. Characters can form carefully thought out groups that go well prepared, or just go down there with little-to-no preparation at all. Ultimately, how well the characters fare through these endeavors will be left up to the players.


The Depths.
The great black stretches out beneath the shuttles, threatening to engulf them. The plankton and fish look like stars from far enough away. The weirdest thing is perhaps the lack of noise, as if every scream is swallowed by the water itself. Some may find it peaceful if not a bit unnerving.

The animals seem to grow stranger and stranger as the bottom of the ocean looms closer. Jagged rocks reach out from the sides of winding crevasses and pointed peaks, all covered in fungus and coral. At the sea floor there is very little light. This leaves room for bioluminescent flora, which in turn draws in translucent jellies and fish-like creatures, electric worms, and something that looks a bit like a fancy hat. There’s a lot to study and gawk at if passengers take their time. It also becomes very, very clear that a shuttle-- not a full fledged ship-- is the only way of traversing these underwater mountains.

Something slinks at the edge of your vision. It’s probably just a figment of your imagination.


The Three.
Remember all those stories the Dasioe told about the Three? Well as it tells out, they didn't just draw inspiration from their three moons. But rather, those stories drew inspiration from some of the inhabitants of the Depths. Inhabitants that you’ll run into on the way down to the source.

In other words, on the way down, the shuttles will inevitably run into at least one of the three following creatures. These monsters stand between you and saving this world, so try to survive as best you can.

DAFIK
a large white and red serpent, its head is bigger than a shuttle
Pictured: Your shuttle.


A large serpentine creature with red and white coloring. The Dafik is an extremely aggressive and hostile creature. Its piercing talons can grab onto shuttles and pierce the hulls of any unarmored/unshielded shuttles, shaking the shuttle in the meantime to jostle anyone inside. They can move extremely quietly and are hard to spot in the dark depths, so they can easily ambush unwatchful parties. Once a Dafik sets its eyes on prey, it is known to stalk it for days.

"Good" Tactic: A shuttle with shielding and/or armor will be able to repel its attacks for a period of time. Shuttle weapons can be used to take the creature down, but it will take a bit, depending on strength of the weapons.

"Bad" Tactic: Not having shields and/or armor will get the shuttle’s hull breached. Alternatively, trying to outrun the Dafik will only work temporarily as it will stalk a shuttle.

ZAFIK
a large blue and gold serpent it has armor plating


A large serpentine creature with blue and gold coloring. Like the Dafik, the Zafik is an extremely aggressive and hostile creature. It can move through the water with such speed and force that the water shockwaves can throw shuttles around like toys. Being hit by the Zafik’s tail will cause damage to any shuttle without proper shields. While it's easier to spot than Dafik, its hide is extremely tough and much harder to injure without any high power or armor piercing weaponry. It is more territorial than the Dafik, so it will only follow escaping shuttles until they leave its territory.

"Good" Tactic: A good pilot with a decently speedy shuttle should be able to outmaneuver and weather the Zafik’s hostile moves. Having shields will help minimize damage against this beast, but if the pilot is good enough, then even a ship without shielding can get out alive.

"Bad" Tactic: Attempting to fight this guy with basic ship weaponry (or the harpoon) will not be effective, as its armor is too tough. Stronger weapons or powers might be able to do it, but it’ll be a very long and dangerous fight.


KAHIG
a ball of white and black feathers. Where the hell is its head?


A strange white and black feathery creature that's extremely large in size. While the Kahig doesn't look as obviously dangerous as the Dafik and Zafik initially, these assumptions are quickly debunked as it releases a electromagnetic charge that'll temporarily disables any shuttle that gets hit. From there, it latches onto the shuttle and begins to drain it of energy. If this happens, the best way to retaliate is to get out of your shuttle and fight it with weapons before it can consume all of your shuttle's energy- but watch out: its feathers have poisonous barbs that'll temporarily paralyze anyone who's hit!

"Good" Tactic: As your shuttle’s disabled, the best tactic is to get out of your shuttle and fight it off with personal weapons or powers until it releases its grip. Having body armor or shielding is recommended to shield against any poisonous barbs.

"Bad" Tactic: Your shuttle will be dead in the water in this battle, so trying to use it at all will be in vain. Also attempting to pet or give the Kahig a hug is not recommended.


The Shuttles.
Due to the narrow and winding nature of the caverns and crevices that make up the Depths, it's impossible for standard-sized Fleet ships to make the journey. Adventurers will have to make use of the SR Shuttles to cover long distances quickly. Players can choose to take the shuttles that come with the Fleet ships, or they can borrow shuttles from the Dasioe.

How well a shuttle fares against the sea monsters is directly dependent on a ship's shuttle upgrades, available amenities, and seating capacity. Remember, ships with shields and weaponry will have shuttles with shields and weaponry, but ships lacking those upgrades will not have well-armed or well-armored shuttles. All of this information can be seen about the different shuttles below:

Dasioe Shuttles
Shuttles: n/a
Seats: 4
Speed +0 (Very Slow)
NO Shields
Harpoon

Bloodsport
Shuttles: 2
Seats: 2
Speed +0 (Very Slow)
NO Shields
Basic Weapons


Tourist
Shuttles: 3
Seats: 3
Speed +1 (Slow)
Shields
Basic Weapons

Starstruck
Shuttles: 4
Seats: 4
Speed +2 (Medium Speed)
Shields
Basic Weapons


Heron
Shuttles: 2
Seats: 2
Speed +0 (Very Slow)
Shields
Basic Weapons


Red Fish
Shuttles: 4
Seats: 4
Speed +2 (Medium Speed)
Shields
Basic Weapons


Huntress
Shuttles: 3
Seats: 3
Speed + 1 (Slow)
Shields
Basic Weapons


Caprine
Shuttles: 4
Seats: 3
Speed +2 (Medium Speed)
NO Shields
Basic Weapons


Blameless
Shuttles: 2
Seats: 2
Speed +0 (Very Slow)
Shields
Basic Weapons


Blue Fish
Shuttles: 5
Seats: 5
Speed +3 (Almost Fast)
Shields
Stronger Hull**
Stronger Weapons**


Bishop
Shuttles: 3
Seats: 3
Speed +1 (Slow)
Shields
Basic Weapons


Paisley
Shuttles: 4
Seats: 4
Speed +2 (Medium Speed)
Shields
Basic Weapons


Goldstone
Shuttles: 2
Seats: 2
Speed +0 (Very Slow)
Shields
Basic Weapons


Wonderduck
Shuttles: 4
Seats: 4
Speed +2 (Medium Speed)
Shields
NO Weapons


First Breath
Shuttles: 2
Seats: 2
Speed +0 (Very Slow)
Shields
Stronger Hull**
Stronger Weapons**


Vanquish
Shuttles: 3
Seats: 3
Speed +1 (Slow)
Increased Maneuverability*
Shields
Basic Weapons


Twin Roses
Shuttles: 5
Seats: 4
Speed +3 (Almost Fast)
NO Shields
NO Weapons

* due to Pilot IA upgrade
** due to Security IA upgrade


Want to use a shuttle from a different ship because the shuttles on your ship are clearly inferior? Try asking politely! Or making the journey as a team! Or bribery, if you must, but given there will be safety in numbers on this journey, it may be more worth your while to work together. Shuttles can work together as well, especially if there’s no shuttle big enough to fit your entire group.

There is also an option to borrow a shuttle from the Dasioe if you’re unwilling to risk the safety of your ship's shuttles. These shuttles seat a maximum of four people and are perfectly functional as transportation vehicles. However, their defenses are incredibly minimal, and they lack any onboard weaponry aside from a single, outdated harpoon-type weapon mounted on the roof.

In order to make any headway on finding the source of the toxin, adventurers must successfully get past at least one of the Three. Players are free to have their characters run into any one of The Three while they’re exploring - or two of them, or perhaps they’re incredibly unlucky and happen across all three of them. Yikes! Each of the Three have different tactics that are effective against it, so players can pick a monster flavor that either suits their characters or playing style best, or one that’ll cause some real hardship.

While there are some recommended tactics, there is no one way to get your characters away from these mighty sea monsters, so put your heads together and come up with a solution! There is more than one of each of these guys, so feel to do what you wish to the sea monster(s) your group encounters. None of them will be NPCed by the mods, so how you go about this encounter is entirely up to you. Just remember, your survival in the Depths, as well as potentially the survival of the Dasioe in general, literally depend on it.

If a shuttle does fail to get past the Three, any surviving crew will need to get help from another shuttle or find a safe place to hide while they wait for rescue from the fleet or the Dasioe. Wrecked shuttles can be towed out of the depths area and back to the fleet, but they will need to be repaired before they can be used again.


The Wreckage.
Characters who manage to evade the Three will find that the nasty creatures have been guarding a secret. A big one. Nestled in the canyon is the corpse of a ship that bears an eerie resemblance to the Marsiva as well as the other Atroma host ships that the Fleet has encountered. Its featureless egg-like shape appears to have been wedged into the canyon sideways; it lies in three separate pieces.

This one is in pretty rough shape, though not quite as hollow as the Virsua. What was once a sleek slate blue is now silver and rust. A few brave glowing sea plants grow on the rusted parts, and electric tube worms swim in and out of the depths. Anything bigger than a cat has a risk of being eaten by the Three.

The hull is mostly intact otherwise, save for the bits that were destroyed by rock. The outer shell also appears to have scratch marks from something much, much bigger than you-- probably the monsters guarding it, actually. The ship’s bulkheads prevent it from being completely and utterly devastated, sealing many secrets away for as long as it rests here.

Or so it seems. The center section of the ship-- the core-- has several cracks. It’s visibly leaking some kind of sparkly, oily substance that diffuses into the water. Handling the ‘oil’ without protection from gloves or otherwise will give passengers the same symptoms as the toxic moon, and they can persist for up to two weeks. The cracks are not big enough for anyone to fit through, and those with special shapeshifting powers or otherwise will find another strangely impassable wall beyond the shell, though it’s still leaking. Apparently this ship retains those same weird qualities that the Marsiva does.

Chemical tests will confirm that this is in fact the source of the toxins that are killing the Dasioe. Characters will have to work together to plug the holes, an activity that is made even more challenging with everything being underwater. There may be some clues hidden in the wreckage, however… Engineers can repair the leaks with their expert knowledge, but they may need materials from their ships or salvage some from nearby wreckage. Hope you brought a good pilot to help shuttle people back and forth!

Enough sifting around in the junk beneath the half-suspended ship will reveal one of the robot butlers found on the HS Maldua. It’s surprisingly intact! The water hasn’t ruined any of the parts, as the transparent shell remains watertight, but it needs a few replacement parts (a power source, new wires, etc) in order to get going again. Replacement parts may be scavenged from other broken robots in the wrecked ship. After it has been repaired and revived, the robot will be functioning, but it will not take any orders. Maybe you’re not using the right command?

Further exploration around the wrecked ship will yield other finds. One of the locked bulkheads actually leads to a roomy bridge area. You will need the robot’s help to get into this room, as the wall is otherwise impervious to powers or hacking. The bridge is noticeably sleeker than the bridges on standard Fleet ships, metallic and modern, but recognizable as the fore of the ship. The communications augment station can still be tapped for information. It will take a communications officer to do so, and they will need to use the devices given to them upon arrival.

Investigating officers will find that the data is so fragmented as to be useless. The following is the most that can be decoded from the wreckage. It exists only in text form since the audio transcription has been lost to time.

Date:▓▓▓▓▓▓▓▓▒▒▒▒▒▒▒▒▓▓483.5 2-2-2-568
Designation: H.S. Sivcua, 5 ▒▒▒▒▒▒▒▒▒▒▒ -i48

▓▓▒ det -.g▓▓▒ ▂ ▓▓▒9fj lifeforms. ▓▓▒▂e . . . suitable, ▓▋▓▒. difficult.

4i▒▓▓▓▒▒▒▒▒▒▒▒▓We must assume . . . . 349i 28f 9f ▒▒▒▒▒▒▒▒▒▒▒ grave

▓▓▓▓ov ▓ oaded. ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓cuation imminent.

▒▒▒▒▒▒▒▒▒▓▒▒▒▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▒▒▒▒▒▒44444j44445435345f0 -et -ai▒▒

▒█▓▋ ▋▋ever come here. ▒▒▒▓▓▓▒▒▒▒▒▒▒▒▒▒▒▒▓▒▒▒ souls.


Whatever happened here ended poorly. However, with the leaks plugged up and the robot butler at your disposal, at least the Fleet has gained something from the experience.

Aftermath.
The robot butler, if people choose to take it with them, appears to be programmed to perform a few specific tasks and not much else. It doesn’t respond to verbal commands but it will repair jammed locks and broken doors if they are in the vicinity. If given a crate, the robot will move it exactly ten feet to the left and then set it down. It will continue to do this each time it is handed a crate. (Crates will be stacked according to the Atroma’s safety protocol which calls for three crates and no higher. Unfortunately, the programming is shot, and it will end up stacking two crates lengthwise and then one perpendicular like jenga, and repeat this until it can no longer reach.) Unless a ship strongly desires to have it aboard their ship, it will make a new home wandering the halls of the Iskaulit, stacking whatever boxes it can find.

The Dasioe are of course indebted to the brave, intrepid explorers who ventured into the depths to save their entire race, as well as those who helped manufacture medicine and provided relief to their people. Passengers who helped the Dasioe with the epidemic either by going down to the Depths OR helping the sick throughout the month will be able to choose ONE of the following rewards:
  • The power to breathe underwater. This power is not magical and is mostly unconscious. It’s neither magic nor an augment upgrade but something else unfamiliar to passengers. It is bestowed upon them by the Dasioe leader, the Fisher King, during a ritual of dance and song.
  • A decorated spear made of an alien metal. The spear itself doesn’t seem to have any special properties beyond being impossible to break, and of course the humming. It sounds a little like a soft tuning fork when the shaft or blade is held close to one’s ear.
  • Credits. If someone chooses to go the money route, it’s a handsome sum-- enough to make another payment for this month’s upgrades. Unfortunately, the computer doesn’t seem to take a second payment from the same person. Guess you’re stuck with it after all.

Characters are also free to refuse a reward if they prefer, though it might take some insistence on their part as the Dasioe are very grateful. If you wish to have your character be rewarded with the underwater breathing or the spear, please let us know in the comment section below. Otherwise, we will assume your character was paid in credits or not at all.

Passengers will be accosted by very thankful Dasioe citizens after news of the cure spreads. They may not be able to return to their ships without brightly-colored underwater lilies being draped around the neck and wrist; touchier passengers will have flowers braided into their hair. The flowers are a sign of gratitude and hope. They do not seem to smell like anything, but they may make passengers feel slightly calmer when touched.

Thanks to the Fleet, the Dasioe have medicine to save their sickest people and begin the road to recovery. However, even with the source of the sickness quelled, it will take a very long time for the ocean to become as it was. Buildings can be restored and kelp can be replanted, but the lives of people are not so easily replaced. As with the toxic moon, it seems the Fleet’s noble passengers will not be able to see the culmination of their efforts, but they can still spend the rest of the month helping them out as they can, or take a well deserved vacation and enjoy anything this world has to offer for the rest of the month.

---

EVENT LOG -> Here

This is an OPTIONAL event! Characters who are not interested in risking their necks in the Depths can continue about their day exploring the rest of the planet. There will be a mingle post put up for the Depths, but trips down to the Depths can happen anytime from now until the end of the month.

For characters who are getting involved, we do want to emphasize that we’re leaving it up to the players to decide how their adventure goes. It’s entirely up to the characters to form their own groups, pick their shuttles, combat the monsters and explore/fix the leaking wreckage.

And as always if there are any questions, feel free to ask in the QUESTIONS section down below!

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