Fade Rift Mods (
faderifting) wrote in
faderift2021-03-21 01:10 pm
Entry tags:
MOD EVENT ↠ Happy Campers
WHO: A lot of people
WHAT: Wilderness survival practice
WHEN: Drakonis 9:47
WHERE: The Vinmark Mountains, which we will continue to spell that way forever.
NOTES: OOC post. Teams below!
WHAT: Wilderness survival practice
WHEN: Drakonis 9:47
WHERE: The Vinmark Mountains, which we will continue to spell that way forever.
NOTES: OOC post. Teams below!

After everyone in need is given a brief overview of wilderness survival skills—how to start a fire, how to craft a basic trap, how to recognize any deadly-toxic local flora, etc.—teams will be transported to a point on a nearby mountainside and told to reach a different mountaintop within five days for pickup. They'll be provided with a knife and a hatchet to get them started but otherwise not permitted to bring anything except anything truly necessary for their health (lyrium for Templars, for example), their sending crystals, and their clothes. But if they hide extra things in those clothes to cheat with, that's between them and their team members and consciences.
The terrain between the two mountains is a woody, hilly, rocky valley, cut through with a river that branches into a few creeks and feeds a few ponds. There are caves, thickets, and a few small open fields, all populated by the expected wildlife and perhaps occasionally a hermit or little group of bandits. A road crosses through the valley, but there are no villages or permanent structures. If at any time the team is in danger they can't solve themselves, they can ask for a griffon rescue.
If they reach their pick-up point before the five-day mark, they have to hang out there and wait anyway, but they'll be able to do it in a nice spacious cave beside a spring, stocked with bedrolls, soap, playing cards, and two bottles of wine.
LOG TEAMS
These teams plan to log out portions of the adventure. Our general advice is to keep it chill and spammy, but you can do serious standard logs if that's what your heart desires. The provided prompts are optional, intended to help you get started, and you're welcome to ignore them or add to them if you want.
- TEAM 1: Gideon, Vanadi, Colin, and Sol might deal with three straight days of unrelenting rain (which may cause floods, depending on where they go and where they set up their camps) and a swarm of furious hornets.
- TEAM 2: Petrana, Loxley, Herian, Aenor, and Bastien might deal with a day and night of strong, unpredictable winds that try to topple shelters and whip away anything loose, as well as a patch of wilderness filled with traps left behind by overzealous hunters.
- TEAM 3: Benevenuta, Dirghe, Sawbones, and Adrasteia might deal with a heavy, raucous thunderstorm and a rotting rope bridge over a gorge that can only be avoided by either climbing up and down the sides of the gorge or losing half a day of walking.
- TEAM 4: Benedict, Marcus, Laura, and Vanya might deal with a rock- and mudslide, caused by previous rains, and a bear scavenging through their food that seems more lost and confused than aggressive.
- TEAM 5: Edgard, Sidony, Diana, and Valerius might deal with three straight days of unrelenting rain and a pair of raccoons that follow them for the entire journey, intent on stealing their food.
- TEAM 6: Ket, Richard, Barrow, and Erik might deal with a day and night of strong, unpredictable winds that try to topple shelters and whip away anything loose, as well as a flock of extremely loud and somewhat aggressive birds nesting above their camp.
HANDWAVE TEAMS
These teams have opted to handwave. Feel free to just discuss OOC what they would have gotten up to or learned about each other in the process. If you wind up inspired to play something out after all, you will not be arrested.
- TEAM 7: John, Vance, Cosima, and Nell.
- TEAM 8: Thais, Derrica, Maud, and Joselyn.
- TEAM 9: Ellis, Julius, Mado, and Nadka.

Team 5 | OTA free for all
When it is inadvisable to continue traveling and they must stop, Diana attempts parlay with the raccoons. She sits in wet grass across from the raccoons. Between the three of them is a small fish, several mushrooms and five pinecones.
"The raccoons are learning to barter," she says when approached, with the tone of someone who thinks this is a perfectly normal statement, "But I suspect they'll still try to steal if given half a chance. They're not nearly as sneaky as they think they are."
The raccoons chitter. The one on the right takes one of the mushrooms and Diana sighs.
b. Mortality, the weakness of the flesh ect
Caves are not particularly comfortable, but they're a great deal better than trying to sleep out in the rain. Even with her powers as curbed as they are, Diana does not tire easily. The severity of the cold is a new one. As is this rather specific pain. When she tugs off her boot and wet sock to investigate, she lets out a surprised laugh. "I have a blister."
Not surprising, given the weather and the comparative newness of her boots. It's an impressive one, squishy and large. She gives it an experimental poke, clueless as to how one goes about dealing with a blister.
WILDCARD
b. nasty.
When questioned about his survival skills, Valerius has half-heartedly mentioned having some medical training. He can patch a wound alright, knows some basic remedies for a myriad of minor illnesses, has helped relocate one bone into a joint in his life under careful instruction. But when he asks this of Diana, let me see, it doesn't really sound like he is concerned so much as, like.
Interested in how big and gross it is.
He navigates his large self through the cavern to sit closer. The cold and the rain in tandem have been absolutely miserable, having endured the unrelenting downpour in sad and sullen silence. Being under shelter is enough to lift his spirits some, and maybe even talk to anyone.
When Diana presents her blister for the viewing, he makes a sound like: not bad.
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"I've never had one before," she says, perhaps unnecessarily, "What are you meant to do with one?" Amazons are warriors with all the basic survival skills that go along with it and Diana's training had been no exception, but she was still both a princess and blessed by the gods. Impressive foot blisters did not factor into that life often.
a. raccoons are evil actually
"Those are my mushrooms."
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Because this is delicate diplomatic work, obviously.
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"How many raccoons have you negotiated with? How many thieves have you negotiated with?"
He doesn't want to doubt her, but he also doesn't want to invite more theft.
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Raccoons' sense of familial bonds were a little different than humans and the negotiations had mostly been focused on Please don't steal our food.
"They might help us, if this goes well, you know. If we chase them off, they'll just come back."
Raccoons' sense of fairness and help was also a little different and possibly up for debate, but what was the point of being able to commune with nature if you couldn't ask for help mushroom hunting now and then?
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Edgard coughs loudly and then badly covers their conversation with a "Yes, North, that is the best direction. You are correct."
He backs up and pats at the pack on his back. He pats his shoulder because his pack is gone! He spins around and Edgard's pack has now joined the pile of mushrooms and pinecones.
"Now wait just a minute!" He yells at the raccoons.
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The raccoons, flushed with the intersection of trade and theft, stare back. One of them pats the bag and chitters. "No," Diana says firmly, "That is not on offer for trade and we will not be expanding the terms. We agreed upon the items set before us."
More chittering and tiny hands patting Edgard's bag. Diana looks up at Edgard, "They think you look like a malnourished bear and they want assurances you'll not try to catch them and eat them."
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"Y-you speak raccoon?" He waves his hand in the air, pushing that matter aside.
"Tell them that I am not a bear nor am I malnourished which they will find out when I kick their furry behinds if they don't return my pack and my mushrooms."
He folds his arms and nods decisively. So, there.
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"I'll get your things back! Violent threats aren't going to speed negotiations any, you know." And she relays a portion of the message: "My friend is no threat, but an excellent forager. I'm sure he would be delighted to share his bounties with you-" She places her own hand over the pack, "If the agreement is abided."
There's more chittering between the two raccoons. They seem to come to some sort of agreement, because they take their paws off the rucksack. Diana picks it up and holds it out to Edgard with a sunny smile, "There, see? Now I will need you to not make any more loud noises, please. It startles them."
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"What did you promise them?"
He turns to look at the raccoons who stare him dead in the eyes. It chills him to the bone.
"Diana. What did you promise them?"
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"I think the Division heads would have a great deal to say if I sold one of my comrades into mushroom slavery," Diana says, raising a brow, "The machinations of raccoons aren't that complicated, Edgard. I don't think they have much sense of ownership to begin with."
The raccoons, meanwhile, were ignoring them and eating the fish.
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He can't see why she doesn't see what a complicated situation they are in.
"And if they don't have a sense of ownership then they're going to take everything!"
Edgard turns to see the raccoons busy eating the fish.
"We have to try to lose them."