sticksandbonesmods: (Default)
[personal profile] sticksandbonesmods
LET IT GO
WAKE UP
It’s strange, how as the dawn of a new day finally arrives, coinciding with the howling winds dying out, classic, adorable snowmen seem to have popped up all over the Grove overnight. The fog wall has yet to surround the barren remains of a town that once was, but it’s visible once more in the great distance.

Not that you can see it immediately. Something covers your eyes, and you can feel something heavy and frigid wrapped all around you. As you struggle more and more, the crunch of snow echoes through your ears as you step free- and when you turn back to examine their prison, you’ll realize one of the snowmen was you.

Meanwhile, old residents will get to deal with more and more people popping out of snowmen like daisies, and must remember that this is just their life now. It’s just another day in Aldric’s Grove.

Though, maybe you ought to help them before frostbite sets in.
MIRROR, MIRROR
The quiet couldn’t last forever. You should have known that something would happen, especially with the fog beginning to make itself known again. And this time, it’s something quiet. As you wake up one morning, there is a mirror on your nightstand — it’s silver and round, able to fit comfortably in your hand and wreathed in crystalline snowflakes.

And as you look into it, your reflection twists into something still undeniably you, but… have you a temper problem? Too many lies? A sadistic sense of humor? All of your worst traits are dragged out and reflected on the mirror, and no matter what, it keeps ending up wherever you are — and whoever else looks into the mirror will see this awful, terrible you, too. All of your worst characteristics, all the things you try to hide, unable to be hidden.

Maybe you keep trying to hide it. Maybe you let it stay wherever it keeps turning up, following you like a particularly terrible walking salesman, or maybe you break it. Regardless, nothing seems to happen… for now.
WITH SHARDS OF ICE
“For now”.

Late into the night, everyone wakes up to a sudden, terrible chill. When you open your eyes, you’ll find that you aren’t in your inn room or home, but instead within a giant castle made of ice. It must be a ballroom of some sort, a grand hall glittering in the moonlight — but looking out the window shows that the world beyond the castle is but a frozen wasteland of more blizzards and nothing else. Though you’ve been granted some of your gear — weapons and some supplies, and coats if you’re lucky — you’ll find that the temperature is dropping steadily, while something approaches…

Peek out the door to the main hall and you’ll see what’s coming so noisily. An army’s worth of hallowed ice knights with all sorts of weapons are marching to the door, intent on slaying the intruders. Should they get close, they’ll attack; should they land the killing blow, you’ll instantly freeze into a solid block and shatter.

And if you broke the mirror that haunted you? On top of all of this, you can feel yourself gradually growing colder, physically and emotionally, and your magic, if you have it, takes on an icy flair that you may find difficult to control. Maybe it's your feet that start to turn to ice first — maybe it's your fingertips. But as the night goes on, you’ll steadily freeze solid, and like any fairy tale, only an act of true love could possibly save you. Good luck figuring out what that actually means. True love’s kiss? A genuine compliment? A hug? What could possibly save you from your fate?

Those of you who survive until morning, who don’t become solid statues of ice or die within the castle’s walls, will be lucky enough to witness the sun coming up through narrow windows the size of your forearm. All around you, the castle starts to melt, dripping freezing water onto your head. For as much as you try to run before you, presumably, drown terribly…

…your eyes will close, and you’ll wake up in your bed, drenched.
FOOTPRINTS IN THE FRESH SNOW
The morning after that dreadful night, things… settle, again. Aldric’s Grove is quiet, and clear sunlight glistens across the snowy plaza and radiates off of frosted trees. Even now, the apple tree and blackberry bushes are unfazed by the cold, though the fruit may taste crisper and chillier than usual. Those that died within the castle return to life, feeling colder than normal for the rest of the day, but there seems to be no lasting damage. And, everyone who participated in the castle “game” receives a mysterious gift: A wooden coin with a sigil on it, resembling a clock with backwards hands behind a shield, attached to frosted pinecones, red berries and sprigs of mistletoe. It feels warm and protective.

You go outside. It’s been some time since anyone’s seen anything from the woods, let alone something that doesn’t want them dead — so imagine one’s surprise when a small family of deer can be seen walking amongst the trees. Birds alight to the branches on rare moments, and it’s surely a sign of something, that life has begun to return to the forest despite the deep snow and deeper chill.

Never mind that one of the deer has an extra set of antlers and another has three eyes. Never mind that the birds sound like people. Never mind that the rabbits have blood on their maws.

It’s just another day in Aldric’s Grove.
SPARK NOTES
CLICK TO EXPAND!
WAKE UP
Good day, new arrivals! You are now a snowman. Hopefully people who have been here a bit longer are willing to give you a blanket or ten.

MIRROR, MIRROR
A mirror appears and starts following you around, reflecting what you think are your worst traits or worst version of yourself is. Other people can look into it and see the awful you, too. You can break it and it'll leave you alone, or you can let it stalk you all month.

WITH SHARDS OF ICE
Welcome to the ice castle! It's cold, but you have your stuff with you, and it's not unlivable. Well, until the frozen army of knights starts marching in with the intent to kill everyone inside, anyway. One lethal hit from them will make you shatter into pieces. For those of you who broke your mirrors, you'll gradually grow colder both physically & emotionally, and eventually start to freeze solid. Don't worry, though, you can be saved through the power of love.

FOOTPRINTS IN THE FRESH SNOW
Dawn rises on the Grove and the dead come back to life. Everyone who participated in the castle game receives a magical charm, though they don't know what it does so far. Animals come back to the Grove as well! ...why do they look like that?

OOC
Happy January! TDMs are game canon as a reminder, and if you'd like to plot with people for this event, head over to OOC plotting. While it is not known to player characters at this time, the charms granted as a reward for the ice castle can undo one future negative effect (i.e. a major death). They are a one-time use item. As for how characters discover this information... idk, we'll see how y'all decide to utilize those. :)

UPDATES
❖ None yet!

EVENT 007

Dec. 1st, 2023 09:16 am
sticksandbonesmods: (Default)
[personal profile] sticksandbonesmods
EBB AND FLOE
A WINTERFUL LIFE
cw: food scarcity

The December snows roll in heavy, and with it, the fear-monsters and little pranksters that harassed you all month disperse into black mist. Whether they were about to kill you, stalking you, or pulling your hair, as soon as the moon hits its zenith, the beasts are gone. The mists float harmlessly into the air, hopefully to never be seen again. Hopefully.

For now, you’re free. The Forest and the Creature within slumber, as the cold seeps into every corner of the confined space you reside in and beyond. No longer will the entities within the woods try to kill you just for putting a toe past the fog wall. No longer does anybody sense a lingering danger. Finally, the Grove is peaceful. You can only hope it’ll last.

Unfortunately, while no mysterious monsters are working to murder you in cold blood, nothing can be done about the river freezing over, cutting off access to fish, and nothing can be done about the General Store running out of meat. The river’s ice cannot be broken nor melted. The grasses and flowers have shrivelled under the extreme cold; the trees are twiggy and leafless. Mysteriously untouched are the gifts from the Guardians — the blackberry bush on the opposite side of the river and the apple tree on the bank near the school continue to fruit throughout the month. Remember to say “thank you” before you feast from what remains.

At the very least, the General Store has plenty of trail mix, vegetables, and crackers. It’ll be a difficult month — but so far, you’ve endured much worse. Surely a little hunger can’t kill you now?
FREEZE THE DAY
During the day, the cold isn’t that bad. Sure, there’s a foot of snow on the ground and more keeps falling, and sure, snowball fights aren’t exactly fun anymore because your fingers get way too chilly way too quickly — but the sun still shines, and sometimes you can stand out in a sunny spot and feel a whole five degrees warmer than you were a moment ago. It’s tolerable. During the night, however, the temperatures dip well below freezing, and the air is so frigid that it dries your skin out on contact. Frostbite threatens to set in within minutes if you aren’t properly dressed.

Fires are harder to light, too, even if they’re indoors. You’ll find that, should you get one lit, it’ll go out within half an hour. None of the buildings stay warm for very long past night, and though they aren’t completely frozen-over, it’s the least bit uncomfortable for those who aren’t cold-faring to cope with. What is there to do, other than grab as many blankets as possible and make a nest or a fort, or maybe even grab a friend and leech their body heat? They don’t need that, right?

While you’re bothered by the weather, the Shopkeeper, Trader, and the two Guardians present within the Grove are entirely unaffected. Rusty, however, is merely a dog. He’ll help himself to cuddling against you whenever he can, including letting himself into your room at night and getting under the covers while you sleep. He will thank you in the mornings by leaving you a simple gift at your feet: A bone he found outside, because he loves you.

…one has to wonder how he broke in in the first place, though.
PARTING IS SUCH SLEET SORROW
Midway through the month, the snowfall begins to pick up. While the Grove hasn’t quite hit blizzard territory yet, the snow is consistent and unending, especially late at night. On occasion, mixed in with the delicate snowflakes, are tiny golden lights. Should they go untouched and unobstructed, they’ll simply fade away when they flutter to the ground. But should you, say, catch one on your tongue with the other flakes, or have one brush your hand, or purposely try to grab one?

It will float through you, into you, and your mind will be transported elsewhere. To the past, as you were when you were here originally. It is a vision of your past life, of memories long lost, of a “you” that isn’t “you” as you are now. Whether the golden light has you spectating as if you’re seeing yourself on a television screen, or acting the part of the old “you”, that matters little to the vision the golden light wanted to show you. It will end when it wants to end, you see. You could get an hour of a memory, or a single minute, or three whole days. It might have even dragged in another with you, someone nearby who was hit with a ball of light themselves or happened to pass by.

For those of you who have avoided this fate, you get to bear witness to those that are affected — they’re standing stone-still wherever they last touched the golden lights, eyes closed, as if asleep while standing up. You can try to rouse them, but they won’t wake until they’ve fully experienced the memory being shown to them. The best thing to do might be to drag them inside so they aren’t icicles when they come back to reality.
SPARK NOTES
CLICK TO EXPAND!
A WINTERFUL LIFE
The Forest has gone to sleep for the month. Unfortunately, the river is frozen, and it's hard to come across much food, save for what grows upon the Guardians' gift plants by the river. Luckily, the General Store seems to have some sparser amounts of food throughout the month.

FREEZE THE DAY
It's cold outside! Below freezing, actually! And for some reason, heat indoors just doesn't stick. Luckily you can cuddle with friends, in your own nest of blankets, or with Rusty, who is somehow breaking into everybody's bedrooms even if you've locked all your doors and windows. Hello, hi, he loves you and he is cold.

PARTING IS SUCH SLEET SORROW
Golden lights fall amidst the snowflakes. If you come into contact with one, you'll close your eyes and dream of your past life within the Grove. You might even unwillingly pull someone else in with you.

OOC
Y'all how is it already December. If you'd like to plot with people for this event, head over to OOC plotting. Reminder that AC for the month of December is check-in only, which means that if you're not feelin' it you can simply put in a "hi I still go here" comment and exit for the rest of the month. It's the holiday season, after all, so we don't expect you to give up family time for our silly little game. Regular AC will resume in January, and that will also be when our next TDM occurs. Happy holidays!

UPDATES
❖ None yet!

EVENT 006

Nov. 3rd, 2023 09:24 am
sticksandbonesmods: (Default)
[personal profile] sticksandbonesmods
SOMETHING WICKED
FROSTED MORNINGS
What can presumably be called Halloween comes and goes, and perhaps for a time things are… normal. Or close enough to it, in a haunted, possessed forest where time blends together. And then it’s cold. Frost forms on the windowpanes in the morning and dusts the grass and leaves, and soon enough it begins to snow on and off, gentle as can be. The Trader finally dismisses her turtle summon, and now the tent she keeps feels smaller and perhaps emptier, despite Goldie having been outside the entire time. As time progresses and lapses, there is a persistent aroma of chocolate in the air, intertwined with the crisp chill of late autumn and early winter. Both the Trader and the Shopkeeper keep a pot going at all times, with the thickest, creamiest hot cocoa you could imagine, always served in an almost-too large mug.

One morning, as you go about your day – maybe you’re getting some winter clothing from the general store, or out fishing — the Trader stops you.

“Come here for a moment, please? I’ve developed something for the lot of you. Hopefully it will help.”

She holds out a leather-bound book with blank pages. When you write in it, the writing also appears in the others.

“It’s for communication. Just remember, nothing is private in these, so do be careful. And polite.”

Otherwise, it’s a lovely day. You get the feeling every time you go near the fog that something actively wants you dead, but that’s… probably nothing. It’s not like you have the Golden Glasses anyway — or maybe you do. …Well, you only need one attempt to step through the cracks to know that entering the forest officially means you will be attacked immediately. Try not to die.
MISCHIEF MISBLAMED
It starts out small. Something missing, found in another person’s room. Pinches whenever someone passes by. Something tugging at your hair while another person is behind you. It’s a little suspicious, isn’t it? But the only possible suspect always says it wasn’t them.

More things go missing. Pinches become scratches and bruising grips, gone just as quickly as they came. Hair-pulling becomes painful yanking, and more than once you may feel a harsh shove — especially by stairs or in the inn’s kitchen. Sleep is hard to come by as things get pushed off your shelf all night, or your blanket keeps falling on the floor.

You’re tempted to shout at the person — or people — next to you. Accuse them of pushing your tea onto the floor like a cat, or call them out for hiding your necklace, or slap their hand away from where there’s a scratching at your neck. Perhaps it clicks then that they might be too far away, or that they’re not the culprit. Or perhaps it doesn’t, and you’re suddenly really, really tempted to punch them square in the jaw.

As time passes, the true culprits become a little more visible, until finally you can see little shadow people, flat against the walls and floors until they reach out, laughing at you. And laughing, and laughing. Even as knives fly through the air, even as you fall to the ground, even as bone breaks.

You’re not going to know much peace this month.
AN ONSET OF DREAD
Beyond the thick fog that surrounds the Grove, something is watching you. Even going inside doesn’t spare you the feeling, even if the hot chocolates provide comfort. There’s something standing in the distance, visible only out of the corner of your eye but always gone when you turn to look. Something looming behind your reflection, too distant to make out but always there until you turn. And then, it laughs.

Eventually, it shows itself. A grotesque monster built around your worst fears, all merged together. Always watching, sometimes smiling in anticipation. You see it standing outside the window from afar, or following you across the grove but vanishing before you can charge to it yourself. You hear it when you’re trying to go about your day, dealing with awful pranks and the heavy weariness that comes with the lack of sleep. Sometimes it manifests right before you, swinging at you before it vanishes again, leaving you with only your racing heartbeat and whatever injury it may have left.

As time passes, it only gets worse. For however confined the Grove is, it truly feels cramped with these monsters stalking you, chasing you, hunting you. When they’re killed, they rise again from their own shed corpse like a snake molting from its skin, stronger than ever. And they’re coming for you.

You’ve already discovered that fighting them won’t work — it’ll give you a few moments of respite, yes, but they’ll inevitably come back to you. Maybe you can wait it out. Or maybe there’s another way to stop their advance?
SPARK NOTES
CLICK TO EXPAND!
FROSTED MORNINGS
There's hot chocolate in the air (and also in a mug) and you can now communicate long distances via network notebooks ("netbooks"). Have fun, be nice.

MISCHIEF MISBLAMED
Little pranksters want to Get you. They'll get more hostile and even murderous throughout the month (although they'll spend the first half of it trying to frame other people for their crimes).

AN ONSET OF DREAD
Abstract monsters based on your fears are following you. You can't kill them, but they can kill you. Maybe there's some way to stop them?

OOC
It's November, somehow! If you'd like to plot with people for this event, head over to OOC plotting. Our locations pages & FAQ were updated within this last week, so please read through those when you get a chance. We have an interest check linked below for a future plotline as well and would appreciate feedback on that post (or just an "I'm interested" comment) as well!

UPDATES
❖ None yet!

sticksandbonesmods: (Default)
[personal profile] sticksandbonesmods
SPOOKY SCARY SKELETONS
WAKE UP
cw: immolation, sinkholes

When your eyes open, you’re lying in crisp, blackened grass. The sky is dreary, the world around you is still and silent. Were it not for the ash raining from the sky or the acrid tang of burnt flesh, it might almost feel peaceful. Familiar-feeling memories wash over you — a town burning, the cackling of an unknown beast, the shrill screams of friends and loved ones dying a slow, painful death—

Where did that memory even come from? You’d better shake it off and rise to your feet before the ash buries you, too. It isn’t real… right?

The town you’re in is dilapidated and charred. Something snaps under your feet, and when you look down, a bone lies pressed into the earth, perfectly broken into two neat pieces. You press on, toward the destroyed remains of houses — some missing roofs, some collapsed in on themselves, others still weathering the test of time — to where the trees are vibrant and orange, to where the grass has regrown and the buildings stand tall. You press on… and your foot catches in the mud, a hole opening up beneath your feet and dragging you in. If you’re quick enough, you might be able to escape the collapsing earth before it buries you alive in years of muck and decay. If not… perhaps you’ll be lucky, and someone from the nearby settlement will bail you out.

Hopefully you won’t have to wait long.
KEEP MY HEAD TOGETHER
Somewhere on your body is an intricate, black mark that doesn’t come off no matter how hard you scrub. Perhaps there are two, or even three, or more. You don’t exactly remember getting these small, medallion-sized tattoos — it’s almost as though you woke up with them. Better make sure no one’s drawing on you in your sleep.

As the day progresses, the effects of these marks become apparent. Suddenly, everything hurts — a dull, throbbing pain as if you’ve been stabbed. Perhaps the pain is quick and sharp, like you stubbed your toe on the inn’s coffee table. Perhaps it slowly burns, like hot coffee accidentally splashed on your lap. No matter what the pain is, you feel it at less of an intensity than you would if you’d actually done these things. Later, you might meet with the person who shares a mark with you, and maybe they’ll tell you — they stubbed their toe, they spilled their coffee, someone randomly stabbed them, how weird is that?

These marks link you and your partner(s) — any pain they feel, you’ll feel, too, albeit at half the intensity they do. If you’re sharing that pain between three people, it’ll be at one third the intensity.

Negative emotions, though? Those, you get at full throttle. If those you share a mark with cry, you’ll cry, too; you feel their rage at being stuck here as though it were your own; you long for home, and you miss a mother that isn’t yours. Fight through your blurring sense of self, friend. Surely you’ll get used to it soon. After all, these will stay on your body for the rest of the month.
THE BEAUTIFUL PEOPLE
A week into October, a skeletal visitor comes rattling into the Grove, wearing a top hat on its bare cranium and a name tag on its ribcage: “Mr. Bone-Jangles”. Mr. Bone-Jangles cannot speak, but he’s very excited to take willing people into the burned town and lead them toward the far north of it, where a small army of fellow skeletons have put up a circus tent. Pumpkin-shaped flags decorate the scorched remnants of a street, and mysterious skull-shaped lights float in the air. Mr. Bone-Jangles joyfully motions to the tent, where a banner placed over the tent-flaps reads “MASKERADE”... you assume this is meant to be “masquerade”, but it would be rude to point out the spelling error. Skeletons don’t have brains.

Before you can even enter the tent, Mr. Bone-Jangles’ employees direct you to a smaller tent set up to the side, demanding with clacks of their jaws in morse code that you put on your costume and mask. Costumes are optional; masks are not. Luckily, all of these are free. The costume tent itself is entirely empty save for one giant mirror which, when gazed into, shows you standing in your outfit of choice. Once you exit the tent, you’ll be wearing that outfit, and the skeletons will hand you a wooden mask in any design you feel suits you, matching or not. Where did your old clothing wind up? Great question! They’ll be teleported back to your bed in a wrinkled heap, but you don’t have to worry about that until the party stops. And speaking of that mask… when you put it on between the party start at 10pm and end at 6am, it won’t come off no matter how hard you pull until 6:01am approximately.

The skeletons insist you don’t try to tug your skin off, though, and instead direct you inside the masquerade tent itself. It’s almost akin to being teleported to another dimension — a grand ballroom is decorated with classic Halloween decorations, a buffet of spooky-themed snacks is laid out on the tables, the music is almost too loud, and a lounge is set up off to the side for those who’d like to rest between dances. If you lack a dance partner, worry not — the skeletons are more than happy to waltz with you. And, if you’re of age, they’ll serve you any liquor you’d like.

Stay too late, though, and the skeletons will kick you out. They’re stronger than they look and aren’t afraid to toss you like a wet rag onto the burnt streets. Once the party ends for the night, you won’t be able to get back into the tent no matter how hard you try, so don’t leave anything behind!
DON’T CHASE THE DEAD
Turns out, the masquerade isn’t just for one night, but for every night for the rest of the month. On the second night of the masquerade and on from there, ghosts appear in droves, gathering at the party and in the burned town for a night out. No matter how hard you try, you can’t get their attention; they’ll merely pass right through you as if you aren’t there.

Some of the ghosts look eerily familiar to you, like people you knew in the past who aren’t here now. It could be your mother, your brother, a close friend, or maybe your old neighbour or coworker. Each is dressed in masquerade attire, each intends only to party until the sun comes up, and at that point, each ghost fades from the world as if dissolving away into nothingness.

They’ll be back the next night, of course. And the next. And the one after that. Until finally, the last day of the month rolls around, and the ghosts aren’t there. If you come to the burned town at 6am, you’ll be greeted by the sight of the skeletons packing up their tents and decorations. And if you stick around until 7…

Mr. Bone-Jangles takes off his top hat and takes a bow, waves one last goodbye, and then him and his skeleton crew take a dive into the sinkhole that was, somehow, underneath the masquerade tent the whole time.
SPARK NOTES
CLICK TO EXPAND!
You find yourself in a burned-down town. As you try to leave, a sinkhole opens beneath your feet and sucks you in. Screaming for help is a viable option.

Everyone is now sharing pain and negative emotions. Please try not to get stabbed so that your partner(s) don't have to also feel stabbed. You can pair up with as few or as many people as you want, as long as you're paired up with minimum one other person.

Welcome to the masquerade! Mr. Bone-Jangles hopes you have a good time. Masks and Halloween costumes are provided free of charge, but be careful, because donning the masks between 10pm and 6am makes them unable to be removed until the party stops at 6. There's tons of food and drink, and liquor for those who are old enough to have it. Just don't stay past the party's end or the skeletons will yeet you out onto the street.

The masquerade goes for the rest of the month, and after day 1, it'll be frequented by ghosts who look like people from your past. They don't seem to notice you and will float through you if you stand in their way. At the end of the month, the skeletons pack up the party, the ghosts disappear, and the skeletons jump into a sinkhole underneath the masquerade tent. Goodbye! Happy Halloween! Mr. Bone-Jangles sends his regards.

Welcome to the fifth TDM & Event Log of Sticks and Bones! This log is game canon. The prompts are meant for all players, current and future, so have fun! Our applications operate on a rolling basis, so applications are open with no end date unless we suddenly cap players. If there are any questions, please direct them to the "questions" header below.

❖ None yet!

TDM TOPLEVELS!
mooninthewater: (346)
[personal profile] mooninthewater
NEW MOON, WHO DIS?

!
"INVITATION"

Everyone will get a recounting from Mizuki about his encounter with the creature in the woods, regardless of whether or not you had your own run in it with. He knows it was brought up before, but he just wants to make extra sure everyone is up to speed! He gives a general outline of information that he learned from Ydalir, the Trader. (And, yes, he calls her that to everyone.)

One, the creature's name is Zahliya, but has many overall titles. His full title seems to be "Zahliya, The Purifier, He Who is the First Sentinel, the Grove's Guardian". It's kind of a mouthful, but Mizuki seems adamant you do your best to remember it all.
Two, "Purifier" seems to imply his capability to ward off and, well, purify corruption from the forest. This is obviously going to be very useful to the Grove as a whole.
Three, the fog is apparently at its weakest during that of a new moon, hence the timing. Which is tonight, Mizuki happily reminds you!
Four... "Zahliya needs our help."

He doesn't seem to elaborate further on that last point. Feel free to ask him about it, or just go to your fellow neighbors and be like "hey, what the fuck is that cryptic twink on about???" Regardless of what you do with that information, Mizuki strongly encourages your to meet with everyone at the edge of the fog closest to the inn tonight.

!
GATHERING

...And by "strongly encourages", it means he will drag your dumb ass to the meeting if you need an excuse to have them actually show up. Mizuki seems very adamant about this. Zahliya is their friend now! We don't leave friends behind.

Mizuki explains that it seems relatively simple, all things considered. Simple relative to other things within the Grove, anyway. They just all gotta... "wish" for Zahliya. Sort of like believing in fairies, or calling out one's name for them to appear. Sort of.

He's certainly not going to lead in this, however. He's just here to provide the information! If anything, he's more hopeful that someone else will take the reigns from him the moment all knowledge about this is out there.

!
OOC

The OOC post about this event is here. I figured I should make the post about it initially, considering Mizuki dug for the lore about Zahliya, but considering he is not the leader-type, he will simply defer to the group from here. This is helpful for both chaos reasons and so everyone can more easily be involved. I also left the first prompt open for any pre-discussions about this you'd like to get out of the way, though if you would just like to read through Mizuki's discussion with the Trader and handwave knowing it, I'm totally fine with that, too. Mizuki wouldn't make any attempts to hide information from anyone, assuming they asked him the question first.

Recap of the Event so far! (Click to Expand!)
  • The event begins with characters learning and talking about how to go about the information above. Caoimhe's brought a song. Natsuno brought knives. BB brought herself (unfortunately). Add brought... medical attention. All's well!
  • Until it isn't, as when the moon is at its zenith, there's a horrifying roar and two mysterious sets of footprints within the fog. Using the goggles from the Shopkeeper, Add is able to find a twisted looking creature and a humanoid. It's decided that it's now or never to call out for their Guardian friend.
  • And he does, in fact, appear! But he certainly doesn't seem to be doing so hot...
  • ...but taking care of him might have to come second to the very angry monster beyond Felicity's barrier.
sticksandbonesmods: (Default)
[personal profile] sticksandbonesmods
SHINE ON

!
WISHING LANTERNS

Approximately one week after the volcano game ends, a waning crescent rises over Aldric’s Grove. With it comes a rather comforting feeling of warmth and love, permeating the air like incense, and negative effects from everyone seem to disappear for the night, too — like Felicity’s bad luck aura, for example. No longer does the Grove feel foreboding, as if something awful could happen at any moment. For once, it almost feels like home — if you can get past the fact that, a week ago, you were stuck in a volcano. Despite this, you overall feel a bit happier, a bit lighter, like you could float away any second — metaphorically. You aren’t actually going to float away.

Other things, however, will. Namely, the thousands of lanterns that are filling the night sky, coming from both within the Grove itself and outside of it, beyond the inaccessible fog-wall keeping you all trapped within. They glow brightly in the dark as they rise into the skies, up and up and gone. More quickly replace them, and the Grove will remain lit-up like this throughout the night and into the following morning.

As you take in the sight, the Shopkeeper and Trader wave you over. There are several wooden tables set out, most of which contain a feast to be devoured — help yourself! — and one of which has supplies for making your own lanterns, or pre-constructed ones if that isn’t your forte, alongside candles and markers. "Write a wish on the lantern, light the candle, and release it into the sky," the Trader instructs, "one day, it might be granted."

!
LITTLE GUYS

An hour into nightfall, small animals rush into the Grove from beyond the fog wall, bringing with them various objects in their little mouths. Some bring food foraged from the forest, such as mushrooms and fruits. Some bring fish from the river. Some are carrying items, and will seek out the owner of said item to plop it into their laps or hands or even directly into their pockets. Everybody will receive one small (no larger than your hand), non-magical, sentimental object from home from the animals.

They’ll stick around to play, too. Some of them might even try to run the Shopkeeper and Trader’s stalls, since those two are so busy. Others can be found doing basic chores around the Grove, like picking up debris and other garbage and throwing them away. The animals don’t entirely understand what is trash and what isn’t, though — some might take your pen from your hand while you’re writing a wish and chuck it into the can. Not all of the animals will be calm company, either; the foxes in particular love to play games of "chase", and the moth-winged rodents like to bury themselves in people’s hair to keep warm. They will try to eat your food if you leave it unguarded.

As the dawn breaks and the sun rises, the lanterns in the sky all disappear, and the animals head back into the fog with cheerful yips and chirps. Should you choose to go back to your rooms, you’ll find something special waiting for you on your pillow.

!
OOC

Hello hi if you have not told us what your character would wish for yet, you are free to do so so that we may give you A Thing. Due to Caoimhe’s wish, everyone will get a glass-encased lotus flower, a symbol of hope, as well.

List of Granted Wishes (CLICK TO EXPAND!)
  • Fel: A framed photo of her cat with a pawprint "autograph" in the corner
  • Gnosis: A handwritten letter with familiar-looking calligraphy
  • Elsword: A robotics textbook with a note on it reading, "This isn’t FOR you. FIGURE IT OUT."
  • Chung: A nice blanket
  • Mizuki: A self-help book detailing how to make people happy
  • BB: A dress and the matching shoes and socks
  • Caoimhe: A book of fables, provided by the Shopkeeper when he realizes she didn’t wish for anything herself
  • Add: A small scroll of paper dropped into his hand by one of the little creatures- it looks as if something had tried to destroy it before it was retrieved. It reads, "Holiness can cure impurities." But nothing else remains
  • Toge: A plush panda. Size: A bit too big.
  • Irene: A tree branch reaches out to Irene and hands her a crumpled-up piece of paper reading "SECRET! GO TO UR ROOM :)" If she goes to her room, there's another crumpled-up piece of paper that says, "Secret!! I'm closer than you think! :)"
  • Rennuid:
  • Natsuno: A book titled How To Leave: Quitting the City and Coping with a New Reality, which has a sticky note on the inner cover reading "I don't think I can send you back alive since you're legally dead :O"
  • EVENT 004

    Sep. 1st, 2023 11:03 am
    sticksandbonesmods: (Default)
    [personal profile] sticksandbonesmods
    ASHES TO ASHES
    DUST TO DUST

    It’s a calm, misty morning. The sun is peaking over the treetops, and the air is chilled, almost like the onset of fall. How long have you been here, now? Days? Weeks? Months? Everything blurs together. But so you persist… just. Not quite yet. The day’s only just waking up and so are you! Whether you like it or not. You see, as you slept, something has crept its way into your room, and as the sun peaks through windows and closed blinds, it’s finally grabbing you and pulling.

    As you meet your rude awakening, the intruder is clear to see. Or rather, it’s incredibly unclear. Mist and fog and sickly-looking vines wrap around your legs and up your body as it drags you to the woods, and attacks of all sorts slide off like water on glass. There is no escape. It’s time to play, and the air is unusually, painfully hot.

    OUT OF THE FRYING PAN...

    The fog of the forest grows dark and heavy as you’re pulled along against your will, and as you go something seems… different. Maybe your body seems lighter and off balanced. Maybe certain features are no longer tickling your skin. Maybe the connection to the world around you has been brutally severed — all that can be said is that as you’re eventually spat out to a metal platform, you feel incomplete somehow. Magic doesn’t come when you call. Gear doesn’t activate properly. Whatever happened, you’re a completely ordinary human, and it stings.

    You and your fellow denizens of the Grove stand on a seeringly hot metal platform, and the air burns your lungs. Ash and soot float through the air, singeing wherever it lands for a split second. Towering up before you is a volcano that has no right being here — but it is. Platforms and smaller spires and rocks litter your surroundings, and scorch marks are everywhere.

    The only consolation is that whatever is about to happen, you at least aren’t doing this in your pyjamas.

    ...INTO THE FIRE

    Eventually, as sweat builds up and the wind only burns further, a too-familiar childish voice rings out: "It’s playtime! If you win, I’ll show you something REALLY cool. …Oh, but surely I don’t have to explain ‘The Floor is Lava’, right?"

    It goes silent, and there’s a loud metal grind of something. The lava beneath the platform begins to rise, and so does the hateful heat.

    At least there are multiple ways out. You can attempt to hop across crumbling platforms, mysteriously and magically floating overhead — though they might break after a few footsteps. You can try climbing the burning-hot, stony surface of the surrounding cliffsides, where flows of magma get a bit too close for comfort. You can take the safer-but-risky way of running through the game area’s many mazelike paths, cut into and through the cliffs, but be careful; should the magma rise too high, those pathways will be flooded. No matter what you choose, the goal is to get to the top, out of the volcanic arena and to a designated “safe zone" waiting on an overhang at the volcano's lip. Up there, an invisible barrier prevents victors from climbing back down into the game zone, and up there is where you will wait with your fellow victors if you succeed. It’s air-conditioned, as if you’re still not trapped within a volcano.

    As the first of you reaches the top of the rise, a victory fanfare plays from somewhere, but the lava begins to rise faster. Faster and faster, for each person who succeeds — or dies a horrible, fiery death. You’d better hope your success doesn’t come at the cost of someone else’s life.

    DYING EMBERS

    As soon as there are no players remaining in the game, another chime plays from a still-mysterious location. After a cheerful voice congratulates you on your victory, the fog encircles you again, as it had done earlier in the day. When you next blink, you’re back in the Grove, standing exactly where you were when you were first taken.

    Those of you who died, however, will wake up the following morning in your usual sleeping quarters, be it in your bed or outside in the forest. The good news is, you’re hale and healthy despite everything. A voice whispers to you as soon as you reawaken: "Better luck next time!"

    SPARK NOTES
    CLICK TO EXPAND!
    Good morning. You are being stolen. You can shout for help, if you'd like.

    Welcome to today's event: A big game in a volcanic arena! Use this time to talk to your fellow players. You might need to devise a strategy to get out of this one.

    The game begins, and the lava starts to rise. For every player who successfully makes it to the top of the arena, the lava will begin to rise faster and faster, intending to kill your fellow competitors. If you make it to the top, you'll find yourself standing in an air-conditioned platform still within the volcano, walled in by an invisible wall and unable to leave until there are no more remaining players.

    Once there are no more players remaining, and if you completed the game successfully, you'll find yourself back in the Grove in short order, standing where you were when you left. If you died, however, you'll wake up the following day, restored to full health and (probably) not damaged at all.

    If you'd like to plot with someone, head to the OOC Plotting Post for this event! As a reminder, we will have a sub-event later on in the month that will be much lighter in nature. Stay tuned! And watch out for the New Moon...

    ❖ None yet!

    sticksandbonesmods: (Default)
    [personal profile] sticksandbonesmods
    GARDENING

    Content Warning: Carnivorous plants in a very unconventional way, horror hunger, attempted violence towards animals

    !
    EVERY ROSE HAS ITS THORNS

    You've done well to avoid the flowers, haven't you? Though some hapless victims here and there may have nearly fallen to it, but even they've been rescued and taken to safety. And the flowers can't approach the General Store, the Trader's stalls, the inn or the house Elsword has built- something prevents the forest from creeping into it ever so softly, so of course it's minions couldn't either. But they're so hungry.

    Starvation tears at the flowers like claws, and what should help them- the water and sunshine- burns like ice. The only thing that satisfies is flesh and blood and bone and they're hungry. And they've had enough of being told no.

    As everyone goes about their day, the flowers still. They do not reach for and try to grab anyone, and for a moment all seems well. Up until Rusty begins snarling in a way uncharacteristic of him, trying to tear the nearest one out of the earth with his teeth. He is immediately ensnared in vines and leaves, with the full intent of tearing the old dog apart. The flowers shake and there's an odd hum in the air before they all seem to turn, looking at the denizens of the nest as if they had eyes. You will not look away. You can't look away. They are everywhere. On the ground, crawling up the walls of the fence, growing larger to block off the routes to safety, and always shifting to be in your line of sight. Look at them. Look at them.

    Look at them.

    The madness won't creep in slowly- as they force themselves into your vision, already you can see vines creeping at the edge of your vision, tearing into flesh that isn't there. Ravenous maws biting into the people around you and not letting go. Blood and sap pouring out like ichor. Blink once, blink twice, and it shakes away to reveal the truth but if you aren't careful the visions set in again. Misfortune radiates off of the flowers in waves, tripping you up and interfering with your aim and casting. Get ready, because the flowers aren't going away without some blood.

    sticksandbonesmods: (Default)
    [personal profile] sticksandbonesmods
    I AM THE WILD
    WAKE UP

    You open your eyes.

    It feels like you’ve been here before, like you’re finally home. Today, the sun shines brightly, brilliantly, on the open forest clearing making up Aldric’s Grove. Vines wrap around old buildings, overgrowth covers ruins of what once were homes and shops, and weeds poke up through the cracks of foundations. Before you stands an inn, a well, and one hundred beautiful flowers peppered throughout the clearing. Be not fooled by their beauty, wanderer; should you stray too close, the flowers are happy to bite.

    Fret not, however; should you seek escape from the carnivorous foliage, the inn is plenty safe from attacks. Perhaps you ought to get acquainted with others like you, lounging in the lobby with nowhere to go. Perhaps you should find yourself a room, a place to stay. After all, room and board is completely free of charge! Should you dig through the bedside table of your new room, you’ll find only one thing within: A Polaroid photograph of yourself from years ago. You were younger, then — or, if age doesn’t define you, you were different. Still, you remember posing for this photograph… don’t you?

    If the photo is too much for you, a trip to the river might offer respite. The oppressive fog wrapping around the grove and obscuring much of the distant forest some miles out won’t let you wander too far. Luckily, there’s a stretch of river perfect for a round of fishing, playing in, or simply relaxing by. Mushrooms grow along the banks and on the trees, but remember to say “thank you” to the forest if you take them. You wouldn’t like the consequences otherwise.

    HEY

    cw: madness, hallucinations

    You might have had luck avoiding the gnashing fangs of the flowers thus far, but they begin to get restless and aggressive the longer they go without feeding. They can’t quite uproot themselves and chase you down, but they will stretch their stalks as far as they can, unfurl their petals and try to wrap sharp leaves around your legs and anything else within reach. If you aren’t careful, their fangs will pierce your flesh, and they will drink from you until they drain you dry. Shout for help if they latch on. Surely someone will come to your aid.

    …just try not to look at them much. The flowers take passive abilities of anyone they feed from, and that means they possess powers of their own. Stare for a moment too long, and you’ll begin to see your nightmares brought to life, feel a crawling down your back like one million insect feet, a grappling at your ankles as something tries to drag you under the metaphorical tides. Black tendrils sweep over your eyes, they grip the facades of buildings, they tear your friends to shreds and eat them whole. Focus. Focus on that voice telling you to snap out of it, on the people around you waving their hands in front of your eyes. It isn’t real. Blink, shake your head, and clear your thoughts.

    Or don’t. “Give in,” a sultry voice murmurs, “Let me consume you.”

    IT'S ALRIGHT

    cw: auditory hallucinations, animal butchery

    From the fenced-off, locked-up manor to the northwest of the Grove, a spill of magic begins to leak out from boarded-up windows. It’s gradual at first before it suddenly bursts, and that’s when everything starts to go haywire. The Manor’s heart aches, friend. Something in that house is oh-so-miserable with no way out… and it intends to make you feel its pain.

    Every regret you’ve ever had — every word left unspoken, every lie you’ve told, everything you believe you’ve done wrong — those feelings are brought to the surface and magnified. No matter where you look, what you do, or how much you try to distract yourself, those emotions will always bubble to the surface.

    You might think wandering into the forest will help you flee from yourself for a time, but as soon as you cross the threshold, the path back to the clearing closes behind you in a rustle of leaves. The only way out is forward, it seems, but the forest won’t play fair. The path will shift unexpectedly, blocking your route, forcing you to backtrack, but never quite allowing escape. All the while, voices fill your mind, chasing after you no matter where you go. They are the murmurs of those you have wronged, the murmurs of a conscience slighted.

    Seeking out a companion in the labyrinth will quell them, for a time. Should your heart weigh too heavy, confessing to your labyrinth-partner what you’re grappling with will absolve you of your guilt and leave you feeling clear-headed enough to escape. At that point, the forest, too, seems content to let you solve the maze without interference.

    Should you escape fairly, without harming the labyrinth, you’ll be rewarded: A freshly-hunted game animal from your homeland is dropped at your feet just as you step back into the clearing. Enjoy it, for you will not have the opportunity to get another. The forest only allows one round per person.

    I'LL TAKE CARE OF YOU

    The residents of Aldric’s Grove have had a rough time here, but not everything has to be bad. On the night of the new moon, the Shopkeeper leaves his store for the night, and alongside the Trader — who normally sits outside the inn by her stall and her giant turtle — he constructs a bonfire some distance from the carnivorous plants. Nearby to it are tables with a feast set upon them, free for everyone to enjoy. There’s music playing from… somewhere. Don’t think about it too hard. The wispy, sentient shadows that comprise the Shopkeeper and Trader are happy to dance with you, too, if you ask.

    Enjoy your night, friends. You’ve made it to the end of the month, and you deserve a break.

    SPARK NOTES
    CLICK TO EXPAND!
    Welcome to Aldric's Grove! Watch out for the carnivorous flowers. There's a photograph of you in the inn, by the way. Don't worry about it.

    The carnivorous flowers are now causing visual hallucinations and madness. Try not to look at them too long. Maybe buddy up for the time being, to make sure that the forest's whispering voice doesn't drag you too far down.

    A flood of magic hits the Grove. Characters will be subject to reliving and re-experiencing all of their regrets, and should they wander into the forest to escape, they'll be made to play in the forest's maze game. The forest won't play fair, but seems to relent when you confess to a companion what's on your mind. And hey, that makes your heart weigh less heavy, too. At the end of the line, you'll get a reward of fresh meat as long as you didn't try to cheat!

    The Shopkeeper and Trader are throwing a lighthearted bonfire party. Dance the night away and eat your heart out!

    Welcome to the third TDM & Event Log of Sticks and Bones! This log is game canon. The prompts are meant for all players, current and future, so have fun! Our applications operate on a rolling basis, so applications are open with no end date unless we suddenly cap players. If there are any questions, please direct them to the "questions" header below.

    ❖ For those who enter the inn in the morning, a breakfast spread of scrambled eggs, bacon, smoked fish, roasted tomatoes on the vine and assorted fruits wait for you.
    ❖ Several patches of the murderous flowers seem to have been electrocuted, lit on fire or cut.

    TDM TOPLEVELS!
    sticksandbonesmods: (Default)
    [personal profile] sticksandbonesmods
    BAD WOLF


    Content Warning: Werewolves and werewolf-related violence.

    !
    WITCHING HOUR

    Time passes oddly in this realm. Surely you've seen it by now. Looking to the sky grants different views and moons every night, almost disconnected. The weather is impossible to predict when the clouds don't truly matter. All you have to rely on is that a day and night cycle exists and even then... ... Well. Surely it doesn't matter. Right? (Or does it?) But perhaps more importantly is that tonight, the night is clear and crisp. The flowers in the grove face the moon almost like reverent followers to a preacher. And should you follow their open gaze, you will see that the moon is bright and full and red.


    Rusty whines and the Trader has drawn her stall in, and even the sleepy turtle she rides is more alert. The Shopkeeper hisses quietly to himself, barring the windows slowly- and if you're close by, he tells you that it'd be best you do the same. He dares not close the door yet though- just in case someone needs the shelter.


    A howl pierces the sky, and it's quickly joined by others, echoing through the woods. The crunch of leaves and sticks and roots breaking under hulking steps makes a presence known- and white, frenzied eyes can be seen in the shadows. Not just one pair- if you're outside, or at the window, you can see dozens from all angles. As they get closer to the clearing, their sharp teeth glint in the moonlight. Another howl, and the wolf-men charge. Fight or defend your residence- but the beasts do not go down easily. Not when wounds slowly stitch themselves back together.



    TDM 002

    Jun. 11th, 2023 04:08 pm
    sticksandbonesmods: (Default)
    [personal profile] sticksandbonesmods
    SOMETHING WICKED
    WAKE UP

    Good morning, stranger. No matter what was happening within the last few minutes of your life, it's not happening anymore. All you recall about the transition from there to this sleepy, abandoned grove in the middle of the foggy woods is a collective of childish voices whispering in your mind, Do you want to play with me? And it did not care what the answer was. The manor, ever inaccessible, has not a single light within the windows, but the general store and the inn both seem to have some life- you may just miss the child watching through the manor attic as you approach the other locations.


    Also notable is what looks to be a street stall manned by a shadow cloaked in red and a giant turtle. The warm glow of lights and the sourceless jovial music is also inviting. The woman herself, however, can only stare with her eye-lights a gray shade that seems unfitting. Even when she shakes off her dismay, there's something shaky in her voice as she speaks later.


    Though there's an abundance of flowers, something about them seems wrong. Maybe it's the fact that some of them are the size of sports balls. Or the roots are starting to emerge through the dirt, sprawling across the grove's floor like a mess of cords. Or maybe it's the fact that the red dog keeps snarling and trying to dig through them. When you investigate, some of the flowers have leaves and petals sharp as knives. They do not grab you... yet. Do be careful, because they will if you let your guard down.


    The entire place is strange and odd. But you are not alone. Be it those beside you, freshly awakened, or the residents already here. Welcome to Aldric's Grove.


    ROLL BACK

    At some point, the grove is more... open. With how closed in the clearing is, with it's dreary cloudy sky and the fog all around, it always felt small. But now? Now it's... strange. It's open. And perhaps that is when you realize, you can enter the woods. It's letting you in perhaps more than one might expect, but ultimately there is still no escape. But as you venture forth, some of the trees, you note, are oddly shaped. The trunk twists or warps into uneven lumps, or maybe a branch looks more like an arm than it should. And then you find them.


    Someone you know, warped and wooden, leaves growing from them like any normal tree. Were they fighting? Were they fleeing? Did they freeze in surprise? All you can tell is that no one escaped. But why are they here? Where did they come from? Press your ear against their chest and you can hear the flow of water. Or... maybe it's... no, no, it must be water. Do you dare try and cut through the bark? Try and uproot the tree? And now that you see the faces, it feels like every single tree in the area is looking right at you. Watching.


    Waiting.


    Something in the air giggles.

    SPLIT THE DECK

    While the forest invites you to see the horrors of the forest, a more clear cut path through the fog also extends it's invitation. The narrow path through the fog may be easier than open air, now that you know what lies beyond. Eventually the fog dissipates and leaves you in a one-tree forest; every tree is the same species and, though it may not be true, feels as if they're exactly the same. Same height. Same width. Same space apart, from all angles. Even as the fog surrounds you, it feels like an endless pattern of wood, and you are the outlier. At least you are not alone.


    The only other thing breaking the pattern is a gray, whispy figure made of smoke sitting at a raw log table, a deck of cards before it. The smoke breaks to offer a grin with too many teeth, and it gestures to the cards.


    Round of cards? You pick the game. Win, and I'll give you something nice.

    ... At least there's no moosetaur ready to break your neck at a moment's notice this time, at least, but if you do cheat a hail of acorns and other tree nuts falls upon you. Hard. Bruisingly so, even. The figure does not stop smiling all the while. You can challenge the figure to any card game played with a standard deck of cards alone, or with up to two other players- so one to three players against the smoke total. Refusal to play is met with an easy smile... but the three-day loss of one of your senses.

    FLOW

    Several weeks ago- ... or... was it days? Time is strange here, foggy and unclear- there was a ruckus at the river. And then it had closed, cutting the survivors off from their main source of food. Now, the path to the river is open and upon entry, it's much different. The thorns and giant brambles are gone, the open space unblocked by the fog is wider, and a larger abundance of fish can be seen, none recognizable... except. Huh. That sure is a holographic turtle. And golden fish that glow like the sun...


    The water is cold and clear. The riverbanks are full of flowers and clovers. Scales and bones and medalions still wash up on the shore or can be fished out from between the cracks, but the teeth seem to be gone at least. Compared to the watchful, hateful, despairing air of the forest, the river is welcoming. Above the water, it feels like there's not a cloud in the sky. Nothing can reach you here.


    Growing around the river is also some fruit trees- apples, primarily. If you take one, it's the brightest red you've ever seen on a fruit, and should you bite into it, it's perhaps the most delicious thing you've had in a long while. Idly, there is a soft voice flowing through the water and the air, gentle enough to go unnoticed.


    thank you.

    SPARK NOTES
    CLICK TO EXPAND!
    Welcome to Aldric's Grove! While you may be dismayed about your presence, so is everyone else. No one is happy! The flowers are getting worse! ... And there may be more life in the manor than previously assumed.

    The fog pulls back to reveal more of the woods, but the trees further in are unsettling, as they look like people you know. Maybe they are. The feeling of being watched intensifies.

    You're once again invited into the forest to play- this time it leads you to a same-tree section of forest that's eerily sterile. A smoke-like entity invites you to play a game of cards. Submissions will be linked below.

    The river had blocked itself out for a time, and now it invites others back in. Now it's healthier, even more vibrant and diverse with even the cloud coverage gone while at the river, and the calming effects are stronger. The brambles and threats are gone, and apple trees grow. Something feels grateful.

    Welcome to the second TDM of Sticks and Bones! This TDM is game canon and will double as the event for the month. We also have a rather barebones EMP for the game, and we'd love to see your considerations! Invitations are open by current players, and if you're not a friend of the mod or current player, please feel free to reach out to the mod account if you'd like to join anyways. We can talk things out! (Also my apologies that some pages are currently still under construction.)

    ❖ None yet!

    TDM TOPLEVELS!
    sticksandbonesmods: (Default)
    [personal profile] sticksandbonesmods
    BY LIGHT
    APRIL SHOWERS

    ...bring may flowers, as the rhymes go. None are so brutal as the tantrum the Woods threw upon it's defeat in the game, no lightning visibly striking the ground or targeting you when you have to step outside... in fact, most of the afflictions from the game all those nights ago have seemed to have faded, save for lingering plant friends who truly intend to overstay their welcome. And with the rain, new life springs forth: the small flowers that littered the ground sporadically grow in number, and some in size. It's a pleasant sight, even if... hm. You may not be an expert in flowers but some of these don't seem Forest-Native. And if you are an expert in flowers, then some of these definitely aren't. Alongside the wood anemone, wild geranium, and blue wood aster, there are sunflowers, poppies and jasmine flowers and more - keen eyes can also spot the sprouts of wild strawberries.


    Oddly enough, Rusty seems to disapprove of some of these flowers. Because he is just digging them up when he finds them, huffing angrily when he's done. His choice almost seems random, but as time passes there are plenty of holes scattered throughout the grove. Watch your step.


    Another oddity is that some of these flowers are larger than they should be. And some of those large flowers, when you reach out to touch them in your inspections, touch back - leaves or viney tendrils gently wrapping around your fingers. When you jerk your hand back, blood drips from your fingers from where the edge of the plant had turned razor sharp for just a moment as you withdrew, but the flower returns to normal. Notably, this doesn't happen with every normal or odd flower though...


    SIGILS

    Occasionally, one can hear heavy footsteps through the hallways of the inn at night, slow and steady, pausing just before a door. And then moving onto the next. Whatever the source is, it makes no effort to come in- but in the morning, every door to a room that houses someone is marked: a semi-hollow circle at the bottom with an outer barrier that holds back several diamonds, painted in red. ... It's not blood, at least, that is immediately obvious. Should you try to remove the mark, it reappears the next day, freshly painted. The magically inclined, however, can tell that this is a sigil to protect your room.


    And of course no one is just going to let a heavy-footed stranger wander the halls at night after they had to fend off a wood-and-metal moosetaur. So those who step out at night to investigate will find... the Shopkeeper, carrying a bucket of rather foul-smelling paint. When questioned, he simply tells you to go back to sleep. And you do.


    However, during the day, the Shopkeeper seems even more tired than usual. Why, you might even catch him dozing at his counter. Who knew shadowy whisps in the shape of men needed to sleep too? ... You might have to wake him up for your purchases, though. Unless you want to try something.

    GUIDING LIGHT

    On a dry day, the Shopkeeper can be seen hauling out a large wooden table- almost like a half of a felled tree. Once that's done and settled, stumpy chairs join the table, and then? Paper, reeds, twigs and wicker are laid out. Paints and little carving tools, too. Eventually, he sits down and starts to make something. When questioned, he gestures for you to have a seat.


    "We're makin' lanterns," Is what he says eventually, as he guides you in what to do. "The Trader out in the woods has more things that can help, but she can't navigate the woods without a guide. So we're makin' them for her."


    As you construct your lanterns, working together or playing around, he watches almost fondly before resuming his work. Gradually, as each lantern gets finished, he either takes them to hang, or instructs you to hang them up either outside or in a window- wherever they can be seen from the outside. Though he hadn't provided a light source, once the lantern is hung it begins to glow. Once the final light is strung up, the Shopkeeper steps into his store and then comes out with a strange horn, blowing into it. The sound is loud, deep and bellowing, but he only plays once. And then he waits...


    And waits.


    And waits.


    Until finally, in the distance, the sound of a similar horn echoes back.

    CARAVAN

    It's a typical foggy morning when the clamor begins, with heavy steps and loud laughter and dozens of items rattling together. Through the fog, a dim light can be seen before a rather... large red and brown turtle slowly lumbers through. On it's back sits a shadowy woman cloaked in a vivid scarlet and gold, hood wrapped as if it's draped from a horned headpiece sits, and behind her a large pack of everything and anything sits tied down. As soon as the turtle settles in the center of the grove by the well, she slides off, already bringing the pack down with her to set up a stall. Her good mood flickers when she sees you.


    "So you are the reasons he called me back! Here I thought he was just being sentimental. But! A new meeting is always something beauiful, no? Come, come, help an old woman out. Or better yet, tell that old stiff I'm here-" The Shopkeeper almost definitely knows already. "-He can do the heavy lifting."


    The stall unfolds quickly, like a tent full of light and warmth. Her wares include metals and tools, candies and fruits- and behind her, a strange mirror. It isn't for sale but you can't help but think of home when you look at it, no matter how familiar or unfamiliar it is. The turtle settles onto the ground, eyes fluttering closed before he settles into a deep nap. The Trader seems to dance around as she flits from display to display, before she settles before you. You think if she had a face, she'd be smiling wildly.


    Welcome to the Trader's stop.

    SPARK NOTES
    CLICK TO EXPAND!
    With the rain, new life blooms... literally. More flowers have grown throughout the grove, but some of them definitely don't belong in a forest. Severla flowers, some larger than usual, will try and latch on when touched- but not all of them. The only cleer indicator of which is safe or not is Rusty, who is trying to dig up the unsafe ones with prejudice.

    At night, the Shopkeeper has been drawing protective sigils on your doors. However, he won't take questions during the process, and during the day he seems to be incredibly tired.

    The Shopkeeper asks for assistance in making lanterns to guide his sister, the Trader, through the fog back to the Grove. He doesn't provide a light source but is happy to see people making lanterns together. Or playing around. That also makes him pretty happy, honestly.

    The trader arives, but seems to recognize you. She pretends not to. Her items seem almost fantastical compared to the Shopkeeper's, and the large mirror she has reminds you of home somehow. Also she has a giant turtle, very important.

    Welcome to the first event! This month is a bit chiller in comparison. That said, changes could happen soon due to Elsword and 9S's actions, so watch out!

    ❖ None yet!

    sticksandbonesmods: (Default)
    [personal profile] sticksandbonesmods
    YOU WIN


    Content Warning: Lightning strikes, electrocution. In the first half of the mini event, characters will be under siege by targeted lightning strikes until they attain shelter within the store or inn. Lightning strikes are nonlethal, but painful.

    !
    VICTORY!

    ... But not without cost. As the handful of you scatter through the arena, tagging out prisoners or holding your ground against the jailer, some may notice the increasing pain inflicted by an unknown source the better the group does. Eventually, as time runs out, there's a frustrated screech echoing through the air and reverberating in your mind:


    YOU WERE SUPPOSED TO LOSE.


    Needless to say, trouble's coming. (Though, what had the Woods expected when the game was so easy? Perhaps it didn't realize how many proficient fighters it had captured.) The air is electric, crackling, before the night sky darkens considerably. There's lightning flashing- and then lightning coming down. All throughout the way home and even into the Grove, lightning strikes with loud cracks and sparks, almost like spears hurtling down with a vengeance.


    The strikes, should they land, are nonlethal. But it hurts a lot- and leaves a terribly numbing sensation behind. There's enough time between strikes that you can flee, and both the general store and the inn offer salvation. Rusty stands within the doorway of the inn itself, snarling angrily at the sky, while the shopkeeper... is actually among you, carrying Caoimhe so she can avoid the forest's embrace. Now's not a great time to chat though, honestly.


    Better run.



    !
    AFTERMATH

    Hey, you got home safe! Good for you. As the last of you claims shelter, the lightning storm outside devolves into a pure thunderstorm. Rusty has joined you for shelter. Though your body is heavy and numb, there's a feeling that you still have something to do. Thankfully, a few in your number are medics, and another few can cook. Any punishments for playing too well as an individual also linger, much to your dismay. But the first night is over.


    Despite the tantrum, the Woods is making do on it's promise, at least: Within every inhabited inn room is a charm made from animal bone or antler. Those who can detect magic will be able to tell: these are lucky charms, and powerful ones at that. But they can only be used once. These charms will allow one instance of changing an undesirable outcome in an event. They can only be used once, and only one character can use one per thread or mission.


    TDM 001

    Apr. 6th, 2023 08:03 pm
    sticksandbonesmods: (Default)
    [personal profile] sticksandbonesmods
    INTO THE WOODS
    WAKE UP

    Whatever you remember last, something interrupts - be it a fight, a test, a walk, or death itself. All you can recall is a childlike voice (or was it voices?) asking, "Do you want to play with me?" before everything stopped. Your eyelids feel heavy, and the surrounding air is chilled. When you wake up, you and the others find yourselves standing in a makeshift plaza on a foggy morning. In the very center is a well. The water within is cold and clear as can be.

    Surrounding the clearing is a ring of what looks to be the foundations of buildings never finished, save for two rather large ones and a smaller one. Only the small building has any light shining from the windows. One is labeled as an inn but has no name, and the other is an imposing, large manor with a red dog quietly scratching at the door. Given the indents on the wood, he's been at it for a very long time. Beyond the buildings is the start of a forest, though it quickly fills up with a fog so thick you can't see through it at all.

    The smaller building is simply signed as a general store. A thick figure stands in the doorway, layered in brown and dark red cloaks that cover most of his body, save for brown worker's gloves and his pants. Two blue lights shine from the shadows where his face would be, and they shift as they watch you... before he turns around and takes his seat at the counter of the store. It's open, but he doesn't seem too thrilled.

    There's a gap in the fog in the south east corner of it all, and you can hear the flow of water if approached. Trying to force your way through the fog lets you move forward four feet before you hit an invisible wall, while trying to go up- be it flight or climbing- sees you thwarted twenty feet above the canopy with a similar experience. Those above will see only the tree tops and a dense, heavy fog, and a cloudy, cold sun-lit sky. Through your explorations, you can find the start of a gate almost opposite across the clearing of the river, with a somehow familiar sign hanging from it:

    Welcome to Aldric's Grove.

    THE INN

    The inn is just as empty as the rest of the grove, save for the shopkeeper. Four rooms on the first floor are locked, and won't budge even under force, and their keys are missing from the clerk's counter. On the bright side, there are remaining keys, free to claim - keys to the store rooms, too. The kitchen is large, as one might expect from an inn, but the kitchenware seems a touch out of date, by anyone's standards. The pantry has enough to feed the lot of you for a time, fresh food and vegetables and dried or cured meats, alongside spices and herbs. One could bake if they were so inclined.

    There's a lounge room as well, just before the stairs. All the furniture was pushed to the wall for what can be presumed to be cleaning, if the empty bucket and dry mop is anything to go by. In the center of the far wall is an empty fireplace, but there's no firewood to be found.

    Upstairs are more rooms, accessible only with keys. It's not perfect, but it's at least a place to stay. There's a bed for two, a small table by the window, a dresser and closet, a very small stove and a private bathroom to each, but everything seems bare... at a glance.

    The worst of it is that you know the layout. You've been here before- or... no, that can't be right. Surely you would remember a place like this. Right?

    THE RIVER

    "What you take from the river, you must return." That's what the Shopkeeper says, if you stop by the store before going to the river.

    The water rushing over rocks can be heard even from the distance of the grove itself, but upon approach it only seems louder. From what can be seen, the fog has only receded enough to grant access to 30 yards of the river and it's matching banks- after that, only fog and unusually thick bramble patches remain and block off passage on land or water. At it's deepest, the water is four feet deep and the current seems gentle. Fish can be seen swimming through the water, and objects glitter beneath the sand and mud.

    Along the riverbanks, scales, small bones and teeth and strange coins marked with canines litter the ground. Keen eyes will note that some of the bones and teeth are that of animals, and some are that of humans. Some, however, are impossible to identify.

    Stepping into the water feels relaxing. It's cold yet inviting. The fish swirl around your ankles before darting away, and just for a moment, everything seems like it will be okay.

    On the other hand, when trying to cut through the brambles, there's a low rumble from the surrounding woods. Persist, and a vine coils around your ankle, dragging you into the water. That feels less relaxing, most likely.

    PLAY TIME

    At some point, there's an unusual sound- earth moving on it's own, old trees parting from their nesting place and rearranging themselves behind the fog. And as the din dies down, the fog parts, showing a thick tunnel of trees and leaves. It might look like something out of a fairy tale, if not for the sickening noises of the bark and wood creaking and writhing slowly. Whether you want to go or not, however, you will find yourself compelled to walk down the road eventually.

    The road seems like a brief fifteen minute hike and a near three hour trek at the same time, but when you come to the end, you find yourself still in the woods, still circled by fog, but not the same as the grove. Once enough people are there, the path closes behind you. Keen eyes may spot hollowed out logs, trees with holes beneath the roots or high up above the branches, and large patches of very tall grass. Within the center is a cage with a pinecone shaped button on two opposing sides. Before you can finish taking it all in, however, a soft, cheerful whisper of a voice speaks:

    "Let's play! If you win, I'll give you something special. Promise! Here, I'll explain the rules:"

    1. Robbers must hide within the arena, and not get caught. Upon being found by the jailer, they have the opportunity to flee. But if they get caught, they get brought to jail.

    2. Prisoners cannot free themselves, but free players can by pushing both of the buttons on the cage. This will give everyone a three minute immunity to run and hide again.

    3. Players must move every five minutes, or they get caught immediately.

    "The game will end if everyone gets caught or if at least one person stays free at the end of the hour."

    The voice doesn't elaborate what happens if everyone gets caught- if you lose. Instead, it's jailer steps forward from the shadows, staring at everyone with a featureless face. It resembles a moose-faced centaur made of rusted metal and wood, yet what should be creaky, slow steps are light and agile. You have five minutes to hide. But when it bursts into a run, searching forcefully through grass, leaving cracks in the earth beneath its hooves as it starts to run, there's an unsettling feeling in your stomach: what happens if you get caught at all?

    In order to win as a group, 10 threads featuring a successful escape- be it from the monster or from the cage- must be submitted by the end of the month. You may only submit one thread per character, but two characters can use the same thread. If you want to get caught and suffer consequences, or try to fight the monster, please use the "FIGHT OR FLIGHT" comment beneath the submission toplevel. Should the characters win the game, they will get a prize after all submissions have been accounted for!

    SPARK NOTES
    CLICK TO EXPAND!
    A general welcome to Aldric's Grove! The shopkeeper has witnessed your arrival and seems... resigned. Rusty is trying very hard to get inside the manor. Otherwise, everything seems eerily still.

    A cursory glance at the inn! It's bare, barely furnished yet stocked enough to provide shelter and food. Several doors are locked and won't budge. But you know it. You know this place.

    The river is only barely accesible, though opportnity to try and explore anyways is possible. Bone fragments, scales and teeth from all sorts of species, including humans, litter the banks alongside canine-decorated medalions, and something glitters beneath the sand in the river itself. While in the water, there's an unnaturally soothing feeling.

    The forest opens up a path through the fog to invite people to play with it. Once they reach the next clearing, the path closes behind everyone and a disembodied voice announces that we're playing cops and robbers. The cop is a large moose-faced centaur statue made of rusty metal and wood, and it packs one hell of a punch. Don't get caught!

    Welcome to the very first TDM and Event of Sticks and Bones! This TDM is game canon. Questions may be asked below or on the faq, and everything may be revisted with bonus ac items as time goes on. Applications are now open, and all TDM threads will count for AC and Bonus AC.

    ❖ Rusty has a bed to lay on on the porch! Izuku should be so proud of himself.
    ❖ A portion of the arena of the game- alongside the hiding spots in that area- are on fire, or destroyed by fire. Kjell forgot they were in the forest when fleeing the jailer.
    ❖ One of the cutting boards in the inn kitchen is cleaved in half, and the counter has deep gouges in it. Yor was cutting bread.