#story_event #manhunter
The survivors activate their **Reverberating Lantern**. Its unsettling vibrations cause headaches, but drown out all the sound within its small area. The group can now pause safely while the Lantern remains active.
Each survivor has time to either **Rest** or **Tune**. In addition to the benefits of Rest or Tune, if the settlement has the required innovations, survivors can also gain the benefits of preparing in the **War Room** and engaging in **Storytelling**.
### Rest
You plug your ears and do you best to relax, sleep, and let your body restore itself.
Gain +2 survival.
Gain an additional +1 survival for each complete Green Affinity you have.
### Tune
Sleep is for the weak. You stare into the darkness and become one with the reverberations.
Gain +3 insanity.
Gain an additional +1 insanity for each complete Blue Affinity you have.
### War Room
If the settlement has innovated [[War Room]], the survivors use vibration cancellers to allow them to be more productive within the reverberation area. They prepare in silence for the upcoming battle.
Each survivor may do both of the following:
- Repair up to 1d5 points of armor damage suffered during the Hunt Phase.
- Remove 1 token gained during the Hunt Phase.
### Storytelling
If the settlement has innovated Storytelling, they put on a play with shadow puppets. Roll 1d10.
| 1d10 | Result |
| ----- | -------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 - 2 | The play is terrible. Nothing happens. |
| 3 - 6 | The survivors are amused and relax a little. Each gains +1 survival. |
| 7 - 8 | The play is nothing more than a joke, but the silent smiles and unheard laughter warms their hearts. Each survivor gains +1 courage or +1 understanding. |
| 9+ | With reverberations drowning all sound, the group shares a wondrous moment, inspiring them for the upcoming battle. Each survivor gains 1 random fighting art. |