fablemods: (Default)
Fablelands mods ([personal profile] fablemods) wrote in [community profile] fablechat2018-10-25 04:27 pm
Entry tags:

Mini-event.


Despite all that's happening on the island, sighting of The Creature have lessened greatly, leaving characters free to wander further afield. Those who have ended up giving in to their urges may find themselves drawn towards the Great Lake, that expanse of water surely being enough to sate their thirst. But so far, the idea of venturing too far in to the water would have likely been met with hostility, courtesy of a certain scaled resident living in its depths. That is, assuming they were able to hold their breath long enough to get that far.

Over night, everything changes.

Like the "wolf", the creature in the depths seems to have disappeared. Or at least gone in to hiding for the time being. Sightings dry up completely, and the water seems almost welcoming. Those who do give in and decide to dive in will find themselves gradually being able to hold their breath for a little longer each time. A few minutes become ten. Twenty. Half an hour. An hour...

Three hours of breath held, and characters who have taken advantage of their ability to survive the depths may eventually find it all starting to pay off. About an hour's swimming and they'll eventually all be drawn to the same site: a ship long since lost to the depth of the lake. Quite how it got there is unknown, its hull already home to a plethora of aquatic life. Exploring the wreck may only bring up more questions than answers, but it is still advised. Especially once characters make it inside the hull and to the cargo hold. There, they'll find that the ship was only carrying a small selection of items. Amongst it all, there are only a few salvageable items: two crates, the frayed ends of rope at each corner being the only sign that they once had a parachute attached. Bringing them back to the surface is a group effort. Navigating the darkness will need the eyes of those capable of seeing through it or the minds of those able to light it up. Especially when they begin to reach the end of those three hours of breath.

Getting back to the surface, characters will find the former pain of touching dry land will have returned to the bearable stages again. That mild discomfort being ignorable in the face of the new discoveries they've made. Time to open up those crates.

The first crate is filled with various supplies, ranging from clothing and hygiene products, through to MRE's and ration packs. While the crate was found underwater, somehow, the items inside are completely dry. If a little...dated.

The second crate, however, contains a number of wooden puzzle boxes, each emblazoned with a burned on image underneath. A symbol that is relevant to each and every character on the island. Whether it's a logo, an animal, a number-- Something that identify's it as theirs without the use of words. Each box can only be unlocked by the correct owner, and cannot be forced. It may take a matter of minutes, maybe even hours, days. But eventually, with enough patience, they are solvable. And inside, they'll each find one of the following items, granting each person temporary use of the associated ability. Something that might come in handy later, so it's best to keep ahold of it.

One of FIVE wooden BEAR figurines. (Sense of smell)
One of FIVE wooden ANTELOPE figurines. (Speed)
One of FIVE wooden OWL figurines. (Eyesight)
One of FIVE wooden BAT figurines. (Hearing)

For characters who already have the associated abilities, the figurines are able to negate their use. Something that may ultimately come in a lot more handy than they'd think.
fighterpaladin: bungalows @ DW (Default)

Keith

[personal profile] fighterpaladin 2018-10-26 09:24 pm (UTC)(link)
I'm claiming one of the Bat tokens (for enhanced hearing) for Keith! The symbol on his box will be the Blade of Marmora's symbol.
oorah: (Default)

[personal profile] oorah 2018-10-29 02:27 pm (UTC)(link)
Claiming a bat for Frank. DO I EVEN HAVE TO SAY WHAT SYMBOL IS HIS. /fiiiiine