Pluviosa Mods (
pluviosamods) wrote in
pluviooc2024-03-01 11:55 am
Entry tags:
EVENT INFO: Leave a Light On
LEAVE A LIGHT ON
On the afternoon of the fourth day after the Ship calls everyone up for a headcount, the lights come on.
Several bulbs, of course, immediately blow out, and a lot of the remaining ones flicker dangerously. One entire bank in the cafeteria doesn't function at all, a line of darkness along the port side. A single wheeled cart - smaller than the others, only about the size of an end table - with a camera whizzes quickly through the halls, a camera pointed upwards as it assesses the state of the lights.
The whole thing only takes fifteen minutes. Unfortunately, fifteen minutes is long enough to be a problem.
After all, most of the plantlife in the lower decks has never experienced proper light before.
Starting from about the two-minute mark, the plant life in the artificially lit areas grows explosively. Sapling trees struggling for life shoot upwards, gaining ten years of growth in as many minutes and bashing against the ceiling above them. Thick, woody vines fill rooms and then knock doors off their hinges as they spill out into the hallways. Both smaller plants and any characters unfortunate enough to be present are likely to get blasted or trapped by the sudden burst of growth.
Although the majority of this explosive growth is in the lower decks of the ship, the residential decks aren't yet cleared of plants. The rooms that are still being cleaned on decks R4 and R3 have their plantlife spill outwards into the lounge, filling it with ivy, branches, and ferns, as well as moss and flowers that got carried along for the ride. And since the lounge's roof is glass - at this hour, shining with the afternoon sun - the growth of the darkness-bound plants there doesn't stop when they escape the confines of the suites they were trapped in.
Any characters below deck 0, as well as any characters in the lounge on deck R3 at the time of the light test will be pushed around by the sudden growth of the plants, potentially being injured and almost certainly being tangled or otherwise trapped by the plant growth. Additionally, these characters will be exposed to the energy of the Growth (especially any characters whose skin is broken), although they may not notice any signs of it for some time.
Characters who were in the cafeteria or in the jungle of the open-air decks, on the other hand, will be free to move around normally. Those in the cafeteria will mostly be aware of the lights overhead turning on and then off; those in the jungle might notice anything at all, unless they notice the sudden apparent seismic activity beneath their feet.
After fifteen minutes, the lights all turn back off, although the growth of plants in the R3 lounge will continue for a few minutes after. It slows considerably once the floor is covered, and eventually stagnates - fortunately, before busting through the glass roof above. Shortly after this, there is the sound of the passenger alert beep over the Ship's speakers.
"Passenger assistance requested on deck R3. An overgrowth incident has occurred. Please accept our sincerest apologies."
It's impossible to pick out any kind of tone from the generated voice, of course.
"In addition, there is an elevator malfunction in port side elevator two. We appreciate your cooperation."
Characters who take the elevators (other than the indicated port #2, one of the elevators in the back of the ship, which is clogged with ivy and a moderately sized oak tree) or the stairs to R3 as indicated will be greeted by a number of the Ship's carts full of garden tools (possibly underwhelming given the task at hand), the wall of growth, and the sound of a single chainsaw revving somewhere.
"Thank you for your assistance," the Ship's voice says from the elevator speakers - distinctly not booming for once. "Several other passengers are trapped by the overgrowth. Our equipment is ill-suited to this kind of rescue operation."
Characters who choose to assist will have their pick of the tools the Ship was able to scrounge up from who knows where to have their go at the foliage, except for the single functional chainsaw, which is being used to try and unjam that elevator shaft. They do have access to hand saws, clippers of all shapes and sizes, a couple of small axes, and whatever tools and abilities they have of their own. (Everything provided by the Ship is somewhat worn and rusted, but it seems like it's sharp enough to do the job - or seriously injure someone.)
Unfortunately, it's difficult to make much progress while the sun is still shining, as the plants tend to grow back while there's still light. Once the sun goes down, though, there's the opposite problem - the plants aren't growing anymore, but it's getting very difficult to see. And once you're in there, you have to find your way back out.
Characters who assist with the rescue - whether in the R3 lounge or elsewhere in the ship - will be allowed to keep whatever tool they've chosen to use. (If you choose to pick up a tool-slash-weapon in this way, please note it under the TOOL CLAIM header comment.)
Overall, the effort takes until around the cafeteria's usual closing time to get everyone out and safe. In light of this, the cafeteria stays open an extra hour for dinner - and for the first time, there's a dessert offering, in the form of syrupy fruit-flavored shaved ice with chunks of fruit in it. Also, the lights in the cafeteria, and only the cafeteria, stay on until its closing time.
An event log will be posted tomorrow to the Dreamwidth community for players to use for this event. Outside of the posting of the event log, there will not be heavy mod involvement in this event; players are welcome to use this post for planning, and to create their own top levels on the event mingle, or use Discord for any part of the event.
A game update with aftermath will be posted on March 7th. If you have questions regarding the event, please respond to the QUESTIONS header below, or use the game Discord.
Several bulbs, of course, immediately blow out, and a lot of the remaining ones flicker dangerously. One entire bank in the cafeteria doesn't function at all, a line of darkness along the port side. A single wheeled cart - smaller than the others, only about the size of an end table - with a camera whizzes quickly through the halls, a camera pointed upwards as it assesses the state of the lights.
The whole thing only takes fifteen minutes. Unfortunately, fifteen minutes is long enough to be a problem.
After all, most of the plantlife in the lower decks has never experienced proper light before.
Starting from about the two-minute mark, the plant life in the artificially lit areas grows explosively. Sapling trees struggling for life shoot upwards, gaining ten years of growth in as many minutes and bashing against the ceiling above them. Thick, woody vines fill rooms and then knock doors off their hinges as they spill out into the hallways. Both smaller plants and any characters unfortunate enough to be present are likely to get blasted or trapped by the sudden burst of growth.
Although the majority of this explosive growth is in the lower decks of the ship, the residential decks aren't yet cleared of plants. The rooms that are still being cleaned on decks R4 and R3 have their plantlife spill outwards into the lounge, filling it with ivy, branches, and ferns, as well as moss and flowers that got carried along for the ride. And since the lounge's roof is glass - at this hour, shining with the afternoon sun - the growth of the darkness-bound plants there doesn't stop when they escape the confines of the suites they were trapped in.
Any characters below deck 0, as well as any characters in the lounge on deck R3 at the time of the light test will be pushed around by the sudden growth of the plants, potentially being injured and almost certainly being tangled or otherwise trapped by the plant growth. Additionally, these characters will be exposed to the energy of the Growth (especially any characters whose skin is broken), although they may not notice any signs of it for some time.
Characters who were in the cafeteria or in the jungle of the open-air decks, on the other hand, will be free to move around normally. Those in the cafeteria will mostly be aware of the lights overhead turning on and then off; those in the jungle might notice anything at all, unless they notice the sudden apparent seismic activity beneath their feet.
After fifteen minutes, the lights all turn back off, although the growth of plants in the R3 lounge will continue for a few minutes after. It slows considerably once the floor is covered, and eventually stagnates - fortunately, before busting through the glass roof above. Shortly after this, there is the sound of the passenger alert beep over the Ship's speakers.
"Passenger assistance requested on deck R3. An overgrowth incident has occurred. Please accept our sincerest apologies."
It's impossible to pick out any kind of tone from the generated voice, of course.
"In addition, there is an elevator malfunction in port side elevator two. We appreciate your cooperation."
Characters who take the elevators (other than the indicated port #2, one of the elevators in the back of the ship, which is clogged with ivy and a moderately sized oak tree) or the stairs to R3 as indicated will be greeted by a number of the Ship's carts full of garden tools (possibly underwhelming given the task at hand), the wall of growth, and the sound of a single chainsaw revving somewhere.
"Thank you for your assistance," the Ship's voice says from the elevator speakers - distinctly not booming for once. "Several other passengers are trapped by the overgrowth. Our equipment is ill-suited to this kind of rescue operation."
Characters who choose to assist will have their pick of the tools the Ship was able to scrounge up from who knows where to have their go at the foliage, except for the single functional chainsaw, which is being used to try and unjam that elevator shaft. They do have access to hand saws, clippers of all shapes and sizes, a couple of small axes, and whatever tools and abilities they have of their own. (Everything provided by the Ship is somewhat worn and rusted, but it seems like it's sharp enough to do the job - or seriously injure someone.)
Unfortunately, it's difficult to make much progress while the sun is still shining, as the plants tend to grow back while there's still light. Once the sun goes down, though, there's the opposite problem - the plants aren't growing anymore, but it's getting very difficult to see. And once you're in there, you have to find your way back out.
Characters who assist with the rescue - whether in the R3 lounge or elsewhere in the ship - will be allowed to keep whatever tool they've chosen to use. (If you choose to pick up a tool-slash-weapon in this way, please note it under the TOOL CLAIM header comment.)
Overall, the effort takes until around the cafeteria's usual closing time to get everyone out and safe. In light of this, the cafeteria stays open an extra hour for dinner - and for the first time, there's a dessert offering, in the form of syrupy fruit-flavored shaved ice with chunks of fruit in it. Also, the lights in the cafeteria, and only the cafeteria, stay on until its closing time.
An event log will be posted tomorrow to the Dreamwidth community for players to use for this event. Outside of the posting of the event log, there will not be heavy mod involvement in this event; players are welcome to use this post for planning, and to create their own top levels on the event mingle, or use Discord for any part of the event.
A game update with aftermath will be posted on March 7th. If you have questions regarding the event, please respond to the QUESTIONS header below, or use the game Discord.

QUESTIONS
TOOL CLAIM
Re: TOOL CLAIM