Sphere Mods (
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thesphereooc2019-06-10 04:12 pm
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June Event Plotting and Sign ups
There's a crack in the Wall!
Okay, so on June 13, sensors in the dome are going to start going nuts. All the things that they’ve been reading as normal are going to hit all at once as domes start flooding. The Sphere itself will post that it’s going to be going into emergency protocol in one half hour so people have 30 minutes to get to emergency shelters and then the individual domes within domes will start sealing and the domes will not open again until the waters have been dealt with.
Most systems including the communications one will stop working at this point. Where you are is where you are.
Max posted a few days ago with the locations of official locations for the safe houses. Within each of these safe houses is going to be a different entry way into the lower domes. These are not the same entrances that were opened during the moss plot. Instead these are ones that directly lead to the core of the life support functions of the dome. Each person on each team leaving to go fixing things will be given a pack that has food, water, rope, flashlights, a weapon of their choosing, a medical kit, emergency flares and a tool kit that should work to do what needs to be done.
They will need their supplies, and their brains and any skills that they may have as both the entrances and the technical stuff that they need to fix are protected and each one will have a separate set of challenges involved to get to where they need to fix the problem.
Players will have the option to rank their character choices based on preferences, and then from there I'll set out the teams. Folks have until the 11:59 on the 12th to decide. I'll try and let people have their first choice but if there's too many, RNG, etc.
During this event people have the option as a group of either just tagging by the group themselves, or I can NPC the things they’re experiencing.It’s up to you, and I’ll answer any questions down below.
safe house 1: the infirmary
The infirmary's “gonna be the largest and most secured facility, because it has the ability to treat people with the bends. Medicine and food's there, and Laurie's gonna be there as well.” The hatch here is going to be under the infirmary itself and it opens through what once would have been the morgue. After getting the door open, and dropping into the tunnels, people will discover that while folks may have been coming back to life here now, at some point they did not. The pathway seems older now, and there’s old skeletons of various sorts, some humanoid, and some not. Unfortunately, the sense of the living seems to have woken them up. These are not zombies, they are bones that seem to be kept alive and intact without any flesh through some sort of outside force. Spoilers, they really do not like the living, and they will attack.
Killing them will be extremely difficult (as they don’t care about their missing limbs or heads or what not), but not impossible, however, etched in what seems to be like fingernails are phrases in latin on the wall. Could it be a way to allow them to pass? Well, guess people will need to find out. And maybe even give them a try.
After about 500 yards there’s another door and inside is a technical stand and it's surrounded by a pile of bones. It looks pretty unstable actually and you keep hearing noises that indicate that the bones are slowly moving. More Latin dots the walls here, underlined. If you get to the pile of bones and press the button things will stop. Mostly. Of course they really don’t want you to get to them so that’s a thing.
People involved in the Infirmary plot:
- Wanda
- Aaron
- Jack
- Open on a first come first serve basis
- Open on a first come first serve basis.
safe house 2: the agricultural silos
The agricultural silos: “There's two of these, and they're where we store our fresh food and have water storage for plants and shit too. We'll add medicine and things that may be needed.” The hatch inside looks hidden, and is only partially viewable through the grains and other things that are being stored there. It’s going to take people (or people with abilities, or tiny people) to move the door, because unfortunately it opens inwards. Once inside, after the group walks about ten feet, a trap door opens up below them. The group will fall and land on a very thin ledge that surrounds a round room that’s fifty feet across. It seems to be infinite going both up and down, but there’s definitely an intense heat with in it.
In the middle of the circle, there appears to be a floating island that isn’t supported by anything. Think Pandora’s cliffs. The longer people wait there, the warmer it gets, and the brighter that area becomes. That’s not fires underneath, that’s lava. On the far side from where they landed is an old, burnt tech box. Some scrapes on it seem to suggest that there’s a bridge that extends out to the island, and from here, one can see that there’s another blackened tech station on the island. Your job, get to it and decipher what order the wires go in, so that the Sphere’s heat source doesn’t blow up to the top of the domes and fill them. People involved in the Silo
- Noh-Varr
- Angel
- Arthur
- Gyda
- Open on a first come first serve basis.
safe house 3: Dorm 3
Dorm 3 “is mostly empty for the large part, and as it's in the middle of the domes over there it's got some additional structural support.” Dorm three has always been a little off for some reason, and there’s a reason that most people who move into it move out fairly quickly. The entire place has a cool aura, even before the temperature in the city starts to drop. There’s some weird things that happen there that no one ever really talks about: doors that open, the sounds of children giggling. The hatch into the inner domes here is in the pipe-lined basement and the deeper you go, the more unsettling the sounds and the activities become. You can feel footsteps behind you, and you can swear that there’s breathing down your neck.
The scent of salt water is everywhere, and when you reach the door, there’s no knob: only an access panel with a smallish hand imprint. Above it, written in blood that somehow looks fresh is five words: what would you willingly sacrifice. It definitely looks like there’s blood on the panel so hope you got a medic aboard.
If you open the door, this is where you will find some water, starting at knee height and progressively getting deeper. The water is dark and stagnant and from the ripples in it you are not alone. But the ripples aren’t sharks or anything like that. They look… almost human but for their tails. Did I mention the singing? Because yeah there’s some siren song going on here. At the end of 500 yards there’s another door with another hand print and the words “finish it.” Inside the large room that is mostly full of water there’s another island. Your job: get to it and to press the buttons there. Just beware of the natives. They have sharp teeth. People involved in Dorm 3
- Enis
- Meera
- Loki
- Carol
- Open on a first come first serve basis.
safe house 4: the black market (below the merchant dome)
Under the Merchant dome:” if shit goes down and you're in the merchant dome, go to the fucking black market, it can literally handle a nuke. We're gonna try and keep it the biggest one if need be, because we want people to go on with their lives while this is happening.”
Behind Max’s office in the back room is a door hidden as a safe. If you have Max there it should be easy. If not time to try and crack the safe. If you can get it open, there will be a door behind it. A door that has a familiar looking android standing in front of it. She looks like she’s what everyone said: shut down but if you try and approach her, her blue eyes will spring to life and she will ask three riddles. Get them right and she’ll open the door. Get them wrong and she’ll attack. Killing or injuring her will leave the door unguarded. Crossing through it appears to be an empty hall that no lights will brighten further then ten feet. Indeed, flashlights will go out and then ominously come back on. There are also inadvertent cold spots around as well. There’s a large feeling that you are not alone as you sloth through the darkness, and every so often, you see a glimpse of a child, or an adult, transparent and see through.
They reach for you, or talk silently at you, but the deeper that you get towards the center of the Sphere, the more power they have. They can scratch and bit and hold. And when you reach the door that the Sphere is housed inside of, they look familiar. They’re your ghosts, talking to you about what you miss the most, and you need to pass through them and the happiness that they offer to hit the button at the bottom of the Sphere. This is a very difficult thing to do, obviously. Because these are your ghosts and they miss you and want you to stay with them forever.
People involved in the Black Market Closed
- Jason
- Rhys
- Richard
- Dodger
- Ivar
private safe houses, the opt out entirely option
Private safehouses: These are NPC safehouses and a way for you to have your character fully opt out of the event for the duration. Once you pick this option, your character is out of play unless someone else chooses the same place that you do, as the network is down. However, your character would have food, water and be fine.
the what happens if i want my character not to get into a safehouse option.
The final option during this event is to be stuck outside and away from any safehouses: what happens then is that water starts to fill up around them. Things become colder and darker as time goes on and the Sphere uses its power in order to focus on keeping the safehouses safe. Once people inside the safe houses leave to do their jobs, the doors close again, and there’s minimal lighting, warmth, water and food.