Jun. 25th, 2022 at 6:00 PM
PORT: EMERGENCY LANDING

Something's gone wrong.
On June 25th, the Navarch makes an announcement — not over the CommLinks, but the ship's PA system. It might surprise you to find the ship has a PA system, but her tone is brisk, businesslike.
She announces that the Peregrine is making an emergency landing, on the nearby planet of Pugreo. And in under half an hour, the ship lands heavily — crashes, it might be more accurate to say — in the middle of an abandoned amusement park. Or, well, at least a closed amusement park.
The full OOC write-up for the event is here. If you have any questions about the event, please ask here.
1. Crash Landing
Even if you miss the announcement, you won't miss the alarms. They blare down the halls, lights flickering as the ship reroutes power to its forward shields, bracing for too-quick entry into the atmosphere. The message is clear: find somewhere to hunker down and ready yourself as well as you can for impact.
The ship hits the ground at 8:07 A.M., Peregrine standard time, hard enough to disrupt its built-in gravity and tear through a small shed like paper. The crash indiscriminately bounces wardens and inmates off the floor, along with anything else not nailed down. Anyone in the open-air areas — or, worse, near a hull breach — will find themselves thrown overboard. The rest of you, well, hopefully you find yourself with nothing more serious than some cuts or bruises.
Passengers will exit the ship to find it's already evening on the planet of Pugreo, but the locals who come to investigate are friendly and attentive. A few of them make casual mention of an upcoming holiday and the Peregrine's fortuitous timing, but fail to elaborate on specifics.
2. Lookout & Repair
All passengers are asked to secure resources and guard the Peregrine, though those with the means to assist in other ways won't be refused. Wardens especially are expected to keep close tabs on inmates; circumstances make it much harder to tell who is or isn't sneaking around.
There are members of the maintenance crew around, investigating the hull breach and organizing bots. While most of them are too busy for conversation, you might be able to catch one of them here.
The amusement park is quiet, almost desolate without a crowd coming and going, and it's recommended everyone travel in pairs. While the locals have been polite and the park mercifully closed in anticipation of the holidays, the Peregrine staff didn't have time to research Pugreo. And without humans as a steady deterrent, there are wild animals to consider.
3. The Purge
A day or so after the Peregrine crashes, the Deathbed Blossoms bloom — and the Purge officially begins. The aggression of the locals is sudden, but calculated; the ones who show up in the night, to loot the Peregrine and strip it for parts, are well-practiced and familiar with violence. There is little discrimination in their targets.
Not all of the locals participate in the violence, however — or at least not willingly, under the influence of the Deathbed Blossom's pollen. A few people take refuge in the tunnels or use them to flee the city; some seek out the forest-dwellings, reputedly high enough in the trees that the worst of the pollen doesn't reach them.
The pollen will wear off after a while, so long as you aren't constantly exposed to it. It isn't the worst idea to wrestle the badly affected back aboard the ship or even into solitary, whether they're a warden or inmate. The ship's shields keep out the worst of the pollen...so long as no one contaminates the area some other way.
4. Escape
Finally, the ship is space-worthy and ready for takeoff. It isn't back up to 100% after possible sabotage, but the maintenance crew can at least guarantee it's safe.
This time, Archimedes sends a brief ping to everyone's CommLinks. It's time to get back aboard as quickly as possible, lest you be left behind. And after the mimics, the last thing the Peregrine needs are more stowaways, so you'll want to lose any pursuers — and quickly.