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WHO ARE THEY?
WAKE UP
Grey, overcast skies. A touch of autumn rain. The smell of crisp apples and fallen leaves, and the crunch of grass underfoot. Pumpkins growing along the path and out of the walls of the buildings and on the rooves and wait what—

You’re not sure how you got here, but does it really matter? There’s something more urgent happening. As you stare at the pumpkin growing out of the wall by your head, something small and coin-shaped bonks you right on the noggin. As you look up, you’ll realise that the rain is gradually becoming less and less wet, and more and more… candy.

It’s raining candy. Wrapped candy, mind — the sky doesn’t want any food safety issues! No razor blades in the chocolate this year! — but candy nonetheless. Chocolate coins, taffy, sour candies, you name it, all coming down gradually before an absolute deluge of goodies pour down upon Aldric’s Grove. Some of them include wrapped bags of microwave popcorn and, yes, the occasional toothbrush. If you’re lucky, you might get clocked in the head with a mini pumpkin!

…don’t be lucky. Maybe get inside and wait for the trick-or-treat storm to pass, and make some friends while you’re at it. Surely the people who’ve been here for a bit can explain this one? Surely…?
A BONE TO PICK
At midnight the day after the candy storm ends, a distant rattlin’ sound can be heard. From the forest surrounding the Grove comes the clickety-clack of dry bones as what appears to be a small army of skeletons assembles. At the head of the phalanx is none other than everyone’s favourite friendly skeletal spirit, Mr. Bone-Jangles. If anyone happens to be up at this late hour, he’ll wave hello and greet you… by plucking one of those pumpkins off the wall or out of the ground, breaking it open by ramming his skull into it, and handing you one half.

It’s full of candy, just like the skies were. Has anyone cleaned up the candy sitting on the ground from last night’s storm…? This is too much! Just as someone tries to tell him that there’s too much sugar here, he breaks open a second pumpkin, which contains fully-baked pumpkin pie that uses the shell of the pumpkin as the crust. Sigh.

This will be your entire month. Mr. Bone-Jangles will hand you sugar-filled pumpkins if he thinks you’re getting too sad or uncomfortable at any point, and his skeletal entourage follow behind him, loudly playing off-key music like the worst marching band you’ve ever heard. You’re not entirely sure how skeletons can play the trumpet — they don’t have lungs! — but it doesn’t really matter. It’s happening. You must deal with it. He’s not taking “no” for an answer.

Cheer up! Stop being depressed! Try Not Thinking About It™!
IT’S YOU, IT’S ME
Not everything can go smoothly, though. Not that one would call Mr. Bone-Jangles and his marching band of goobers smooth, but at least they aren’t an active threat to you. The same night he appears, so do others. Your “Other” — a doppelganger who looks just like you, thinks like you, acts like you, has powers like you do (or don’t). They know you. They want to be you.

The Others don’t make their appearance too obvious. They hide in the shadows, waiting for the opportune time to strike. Some might even wait until you’re talking to someone else to appear and cry out that’s not me! I’m right here! in an attempt to frame you. In almost every way, they’re the perfect “you” — especially should they get the drop on you and slash your throat, or gut you like a cod, or push you into the well where you’ll fall for an eternity before drowning all alone. Your Other will replace you seamlessly and, perhaps, they might turn their attention to your friends and loved ones next.

Yet, there’s always something “off” about them, no matter how perfect a replica. Perhaps your Other is more temperamental. Perhaps they don’t speak as well, or they speak far more intelligently than you ever did, or they’ve forgotten basic facts about their life. Perhaps your Other forgot that their dear friend’s birthday is coming up here soon. Or perhaps…

…the knife they brandish in broad daylight is a dead giveaway?
…IT’S US
If you don’t kill your Other first, they will certainly kill you. The Others aren’t too concerned about any corpses hanging out in broad daylight, easily discovered by the masses where they can try to investigate if it’s “you” or “them”. Their job is to kill you; the method and clean-up really don’t matter, and since they’re the only ones left, they can claim easily that you were the doppelganger all along.

Where does your spirit go when you die to an Other? Deep within the forest lies a mansion made of creaky old wood and worn-down stone, one which no one outside can currently get into. The spirits of those who died are trapped here, left to haunt these halls. It is, ostensibly, a normal-if-decrepit home inside. There are living rooms, there’s a foyer, there are plenty of bedrooms and bathrooms, there’s a humungous kitchen — and as you float through the home, sometimes, a sense of mischief overtakes you. You really want to throw that table at someone. You really want to jump out at someone and frighten the daylights out of them. It’s dark in here, and there are plenty of places to hide.

Sadly for your prankster’s heart, the living — no matter how hard they try, and you sure can hear them trying — have been unable to break in, and they won’t be able to. Yet, standing just outside the iron-wrought fence, a stalwart figure of chaos and bad ideas, holding a greatsword with both skeletal hands… stands Mr. Bone-Jangles.

It seems like a way inside might unveil itself after all.
SPARK NOTES
CLICK TO EXPAND!
WAKE UP
Welcome to Aldric's Grove, newbies! It's raining candy and the pumpkins are growing out of everything they can, no matter how nonsense it is. The people who've been here for a while probably know how to explain this one. Definitely.

A BONE TO PICK
An army of skeletons with instruments are here to cheer you up. Whenever you're Too Sad or Too Uncomfortable or Too Negative Emotion Here, they will chase you down and play music, and their leader will hand you a broken pumpkin full of sweets. Yaaay!

IT’S YOU, IT’S ME
The peace doesn't last long. Doppelgangers appear, seemingly from nowhere, with the intent to kill and replace you. They're almost-perfect copies, but there's always something off about them. They're perfectly killable, if you're smart about it.

…IT’S US
Those of you who die to your doppelgangers will leave a pretty corpse behind, and your spirits will be trapped in a (currently inaccessible) mansion in the forest until further notice. Your spirits will be quite tempted into mischievious ghost activities while you await your rescue.

OOC
Welcome to October's TDM! Reminder that all TDMs are game canon. This is the LAST TDM of the year; November & December won't have any due to the holiday season. We'll see you guys in January with a fresh new TDM, but feel free to continue playing on this one until then. OOC Plotting Lives Here if you'd like to plot anything out!

Living characters cannot currently get into the mansion to stage a rescue, but we encourage anyone who's "gone ghost" to float about in there. The rescue will be a mid-month event for our current playerbase at time of writing.

UPDATES
❖ None yet!

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A CREEPING FURY SETTING IN
WAKE UP
You don’t recall how you got here. Hell, you’re barely sure “why” you’re here in the first place. But the fact is, by the time you come to your senses, you’re already standing in line out in front of a tent with a big sign on it: FREE STUFF! FIRST COME FIRST SERVE!

Others who have been here longer are aware of you, of course. They watched you ambling around on autopilot for two hours before the sign went up, and then you suddenly hopped into the queue (and maybe even cut in line! the horror!) before the brain fog cleared. Where are you? Why are you in line? Do you even want free stuff? All of these questions can only be answered when you see what the free stuff is.

…it’s random junk. Random magical junk, mind, but when a woman made of solid shadows hands you a wand that apparently summons a small amount of pigeons “per day, until it breaks”, you take it. Or, perhaps, the item was a crystal ball that only shows you made-up scenes from a book. Or it’s a hand-fan that blows only warm air, or a pen that writes all of your letters backwards despite the fact you yourself aren’t doing that… anything quirky and stupid is within the realm of possibility, and Ydalir is trying so hard to get rid of her failed magical experiments. Please. Please take these. Her tent is overstocked and she needs to start anew.

And to those of you who are new here, she’ll offer a friendly greeting and wave, and ask you how your head is feeling after that strange wandering session earlier. Don’t feel pressured to answer; the line needs to keep moving, after all.
HOUNDS ON YOUR HEELS
At some point as the summer fades into autumn, something in the air changes. The surrounding woods and its foggy walls have felt tenser than usual, like something is waiting for you to slip and fall into jaws just waiting to snap shut around your flesh — but nothing happens. Not initially, at least. But keen eyes will soon see a plethora of fairies, long sleeves dangling over razor-sharp claws like a praying mantis’s arms, hair tied back in loose buns, all wearing masks with a single watchful eye painted upon them. As your gazes meet, they giggle and disperse.

And then there are more. And as more gather, watching the paths you take, the houses and buildings erected, the way you move through the gardens, they begin to screech like cicadas. Like alarms.

It could be the lumbering, moss-covered frog that leaps towards you from the lake, large enough to match a car. It could be the wood and stone-crusted bear, spears and arrows collected in its haunches like decoration and not the injuries they clearly are, standing taller than anything you’ve ever seen. It could be the long, winding dragon with lichen dripping off of it, coiling through the trees. Regardless, the fairies are calling to your location and one of them is going to answer.

They chase with an almost single-minded perseverance, with claws and sticky tongues and fangs — stealth is the key, so long as the fairies don’t rat you out again. Though they can be fought, they cannot die in a way that matters — just as easily as flesh tears, it will stitch itself back together and hold a grudge.

Every broken twig is a signal to your location. Every brush of wind in the trees and the grass could be the monsters stalking after you.

It’s time to play: Hide and Seek.
‘TIL THERE’S NOTHING LEFT
cw: supernatural parasitism & energy/life-force draining
… And where do those captured go, when all is said and done? None of the Seekers actually kill them after all — they may carry their unfortunate victims within their mouths if they are large enough to do so, but as soon as one is captured, they leave.

Though it’s risky to try and track them through the woods, those who try or stay awake during their capture will find themselves taken down a winding path in the fog. One can also bribe a fairy or two to help — or at least not rat you out. A shiny object or food — berries, honey, the fresh-killed heart of that songbird on the branch, all work fine to win its favor for a time. Eventually, they’ll find themselves up a path to a gargantuan tree covered in glowing boils — it’s something that manages to dwarf even the whale-sized moose that may wander by wordlessly, impassive to your plights as moose are wont to do.

Sickly motes of light waft through the air and gently-glowing flowers bloom all around the land, moss glistens against the bark and dirt and perhaps if this place was not so warped by evil, it could have been beautiful once. Coiled around the tree is a vine where the captured are tied to, and they will feel…

Tired. Compliant. Don’t you wish to sleep? The tree needs you. Don’t struggle. Don’t resist. Sleep, and dream no more…

Keen eyes will see the skeletons of former victims further up the vines. As the tree feeds on its captives’ life force, fairies and the Seekers stand guard, only going out to fetch more victims. Do you make the attempt? Or will you come back with reinforcements?
DON’T LOOK BACK
… But regardless of the hostility from the forest, the game must come to an end eventually. And in return for surviving, upon whatever throne he sits upon, the Black Sun offers the world a bit of power as the victims recover — those who perish to the monsters will awaken within their beds, unable to remember anything for a total 24 hours and with floral growths blooming around their scars — but after the initial panic, those who can will confirm that there is no Corruption in these wounds. They may fade, or they may not. Those who survive the month will only carry whatever injuries and weariness they gained over time.

Come morning light, the area of the river will give off a bright glow. Investigation will yield a lot of pain in the eyes, like looking directly at the sun, but eventually it dies down and residents of the Grove can properly have a look at the river again. Those that do may find themselves pleasantly surprised. While clouds shield the skies most of the time, over the river there is a gentle, warm sunlight and blue skies. The abundance of riverside foliage has grown, with new species available for those who can recognize such things — and the water, crisp and clearer than ever, holds more types of fish and amphibians as well. Besides the apple tree — Sinann’s gift for freedom long ago, and Moder’s blackberry bush — new is fruit available. The apple tree is flanked by a peach tree and an orange tree, while the other side of the riverbank houses… …A durian tree.

Some Guardians are grateful. Callan is Callan.

Perhaps best of all though is that Sinann itself has grown in size and in power: in fact, as you approach, it floats above the water to give a greeting.

“Thank you once more for your help.”
SPARK NOTES
CLICK TO EXPAND!
WAKE UP
Welcome to Aldric's Grove! New and old residents alike are being gifted free, joke magic items from Ydalir's tent while she does her autumn cleaning. Please take these, she's desperate.

HOUNDS ON YOUR HEELS
Little insect-faeries watch your every move. Suddenly, from the barrier, you're being attacked by various monsters trying to capture you and drag you off. Better run. Better hide.

‘TIL THERE’S NOTHING LEFT
If you're caught, you'll be dragged to become food for a large tree that drains your life force directly. If you aren't rescued in time, you'll die slowly and peacefully.

DON’T LOOK BACK
Those of you who die will come back the next day with temporary amnesia lasting 24 hours. It'll clear up after, and all of your memories will come back as if with magic. But, in the end, you've won the game, and that means ample rewards: More fruit trees, and the River Guardian growing more powerful after all this time.

OOC
Welcome to September's TDM! Reminder that all TDMs are game canon. OOC Plotting Lives Here if you'd like to plot anything out! We have several toplevel comments below for randomizing any result you want this month, including the magic items from Ydalir if you're having a hard time making something up.

UPDATES
❖ None yet!

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THE OCEAN IS ONLY SCARY IF YOU THINK ABOUT IT
WAKE UP
You open your eyes to a peaceful, beautiful forest. Whatever you were dreaming about — be it something happy, something sad, or something nightmarish — seems secondary to the bright wash of greenery and the comforting, cooling breeze that washes over you. It rustles the leaves of the canopy overhead, disturbing a small nest of two-headed birds who chirp as the sticks for their nests are blown away. A hop, hop, hop later, and they return to continue their building, unbothered by your gaze.

As you walk around, you will find that Aldric’s Grove feels… empty. You pop your head into the inn only to find a fine layer of dust on the furniture, and an ever-burning fireplace refusing to be put out. The General Store is unmanned, the door locked, and the lights inside completely out. The house to the south is abandoned, and a building labelled as a clinic sports no patients. The most life you’ll find lies in the church, where the pigeons see you and swarm at your feet, cooing and asking for breadcrumbs.

Flowers bloom, a deer with a halo of horns skips through the clearing, and a small lizard shaped like a leaf climbs the well. You spend several hours alone… and then from the woods to the east comes a giant capybara and a monstrous moose two stories tall. Upon each of them, they carry a hoard of people coming back from what is clearly a summer vacation, if the inner tubes, swimwear, and overwhelming stench of sunscreen are anything to go by.

Maybe the people dismounting the two animals will be nice enough to greet you and tour you around. It’s the least they can do, since you were excluded from the vacation activities.
NOT A MOMENT OF PEACE
It’s still early in the month when a cacophony occurs; an enormous crocodile with too many eyes, known simply as “The Behemoth” suddenly rushes out of the river in a panic as some kind of blue, veinlike latticework covers the surface of it, nearly trapping her within it. It spreads across the entire length of the river from east to west, creeping onto the shoreline up to the church and across the back of the home to the south. When touched, it stings bad enough to paralyse the nervous system, and after making contact for too long while you’re unable to move? Death is imminent, unless someone saves you.

The Behemoth certainly doesn’t try to, too occupied plonking around on land to look for something to do while she can’t go into the water. She won’t attack anyone, but she’s normally searching for a meal, if you don’t mind sharing a snack. As for the other supernatural creatures in the Grove…

Ever since that latticework covered the river, the moose monster — Moder — and the gargoyle that sits on the church’s roof — Zahliya — have only stared and scrutinized. One wrong move, one fight with another resident of the Grove, means either of them are getting up to deal with the problem. It seems that they’re waiting for someone here to show the wrong hand, suspicious of everyone — including those who have been here for over a year at this point. And the second one toe is out of line? Either of them are willing and ready to kill.

Though the suspicion of the Guardians doesn’t wear off and won’t any time soon, the blue gunk covering the river disappears at the end of the first week of July, and it’s anyone’s guess what’ll happen for the rest of the month.
UNDER THE SEA
cw: thalassophobia
What happens is pretty simple if you don’t think about it: Another week passes in peace, and then a disembodied voice somewhere in the woods says, “You guys still smell like seawater and sand, and it’s putting me off of my lunch,” and if you’re new and haven’t gone to the beach yet and have no idea what the voice is talking about… too bad, you’re being lumped in with the crowd. Being lumped in also includes, well… a burst of magic, the sound of fingers snapping, and a loud splash of water. When you next open your eyes…

You’re underwater in some kind of reinforced metal base, one thousand meters under the sea, and something is slamming against the outside of it in an attempt to get in and — presumably — eat you alive. If anyone finds the on-board torpedoes in the command room in time, you might be able to kill the creature before it breaks through the hull and kills everyone inside. And with that hopefully taken care of…

Welcome to your new home for the next two weeks. Your only objective is to survive. There are several rooms here dedicated to underwater research, a bedroom with enough uncomfortable single-person beds for everyone (sadly glued to the floor, too), and a “cafeteria” type room that you can eat in. While the seabase comes equipped with supplies — torpedoes, enough rations to last for everyone but not enough for big eaters to eat big, diving suits and oxygen tanks, and underwater planter boxes growing strange fruits — it may take some effort on your part to ensure that survival is guaranteed. After all, the hungry leviathans know exactly where you are, whether you go outside of the base or not. Water, of course, may pose an issue; there’s no way to filter the seawater here, so the bottled water you have is all you’ll get.

Should you venture out, make sure you’re equipped with the proper gear first. Those of you who cannot swim should probably stay indoors, as there are no fancy vehicles to take you anywhere. Those of you capable of going out may consider braving the danger in search of additional supplies… or perhaps you’re just curious about the ecosystem. You’ll be here for two weeks, after all, there must be something to do. Travel far enough from the base and you’ll find the skeletal remains of something far larger than the Grove itself… and if you’re not careful, a monstrous, snakelike thing who wants you for dinner.

Try not to lead it back to the base for the others to deal with. Who knows how kindly people will take to that?
AN OMINOUS RETURN
As always, when one of the Forest’s “games” ends and you’re returned to the surface when the magic wears off, there’s a reward waiting for you. This reward isn’t as obvious, however. The fog wall is, for the most part, rolled pretty far back. The folks that have been here before may expect to see it revealing more of the trees, or showing off some new area that hasn’t been accessible yet, but the Grove remains quiet upon return. The Guardians, too, have little to say. Normally, they’d be a little more overjoyed at your return… alas.

No, the “reward” for surviving — or blowing up the base immediately and dying, either way — is that the fog wall obscuring the lake ever so slowly rolls back. From within it, something jumps out, a dark black shape, and disappears into the forest.



Perhaps you’ll see whatever it is another time.
SPARK NOTES
CLICK TO EXPAND!
WAKE UP
Welcome to the empty Aldric's Grove! ...oh, here come the people, back from summer vacation! Hey hello.

NOT A MOMENT OF PEACE
The river and shoreline near it are messed up for a week. The Guardians are suspicious of everyone here. The Behemoth is taking big steppies around the Grove asking nicely for food. A week passes, and the Guardians are still suspicious of everyone. Yaaaay.

UNDER THE SEA
And then, everyone was trapped underwater in a seabase, made to survive the horrors of the open deep sea. Watch out for leviathans! And try not to eat and drink all of the rations immediately; that's all you'll get.

AN OMINOUS RETURN
Your reward for playing in yet another of the Forest's games is the fog wall over the lake rolling back. Of course, what jumped out of it and ran off into the woods could either be your greatest boon, or your biggest nuisance. It all depends on you.

OOC
Happy summer! This is a reminder that TDMs are considered game canon. For your threads, feel free to make up your own leviathans/weird fish/whatever you want for spice, or just steal from Subnautica, it's all good. OOC Plotting Lives Here if you'd like to plot anything out!

UPDATES
❖ None yet!

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IT'S GONNA BE MAY
WAKE UP
You open your eyes, and with a jolt, find yourself within the clearing of a miniscule town surrounded by trees and thick, black fog. Despite the ominous backdrop, nature seems to be thriving — it’s a pleasantly chill spring day, as far as anyone can tell, and everything is vibrant and blooming… even some of the animals. At some point, a friendly old dog with red fur approaches, carrying a basket in his jaws. Inside are blackberries and apples other fruits. Did he find this himself? Or did someone give them to him to bring to new arrivals? Regardless, he very clearly hopes that you’ll share.

A giant golden brown turtle sits by a tent, napping in the sunlight. Two statues sit in the courtyard by an old well — a haloed woman marked as the Goddess of the Sun, Beiwe, and a gentle woman looking adoringly at her counterpart, marked as the Goddess of the Moon, Ourania. If you pay your respects, the air feels gentle and warm in the day, and like a fresh cool breeze at night.

As you explore more, perhaps the bloomed animals will approach — a mossy squirrel, or a frog who happens to also be a lilypad. It’s charming, almost. Whimsical and kind.

Shame that the wall of fog looms ever on, watching. Waiting.
SHINING, SHIMMERING, SPLENDID
cw: hallucinations, compulsions, near-death experiences

For a while, spring seems gentle, almost. Peaceful. The previous month may have been full of jokes, but things are actually safe. Of course, that can’t last forever. Every night, a purple, shimmering mist floods the town. It does not breach the doors and windows, even if left open, but looking at it is… enticing.

Should you give in, the mist is cool and gentle, swaying around you like smoke. The longer you stay in, the more your eyes feel blissfully heavy. Soon, you find yourself surrounded by loved ones, in a place that brings you joy — a childhood home, a vacation spot, some place warm and safe and dear to your heart. Everyone is playing and having so much fun. Join them! Join them!

Of course, by the time you do jump into the fun, you’ll find yourself awakened with a start, just about to fall into danger. Perhaps you climbed a tree and were about to leap to the ground from too high up. Or maybe you stuck your head in the river and your lungs were about to empty. Regardless, the happy dream shatters with imminent danger, and perhaps you’d better hope that someone else is nearby to help you. … Especially since with each night you give in, the more enticing the mist is the next night.
DANCE THE NIGHT AWAY
At some point, the mist is forcibly dissipated and instead the moon shines brightly, almost like a spotlight. Investigation will reveal an absurdly large capybara that seems more like a vehicle than an animal, even with the jasmine flowers hanging off of it, siting down with the ‘door’ accessible to anyone willing to climb in.

“Come with me, and I will bring you to a night of festivities.” is all that it says when asked. And it knows that you will — you’re all curious as kittens, after all. Once the last person takes a fuzzy seat within the capybara, it slowly stands up and begins walking through the woods, and for the first time, everything seems peaceful. Normal, even. Why, there’s not even a monster or misshapen, grabby tree! Just a moonlit forest, and fireflies in the distance.

Eventually it brings you to a small but beautiful cabin, crouching down to let everyone out again. Outside is a layer of marble surrounded by pillars decorated with sheer fabrics and an abundance of lilies and calendula, jasmine and marigolds, hydrangeas and gladiolus. A buffet table has also been spread out, and within the cabin are changing rooms with a multitude of ornate gowns and suits, alongside sitting rooms and other potential necessities — though you get the feeling that you should still be on your best behavior here.

Gentle music plays from an unknown source. The capybara is resting, until it’s time to leave come sunrise. For one night, everything is at peace. You may as well enjoy it, and dance to your heart’s content.
SPARK NOTES
CLICK TO EXPAND!
WAKE UP
Welcome to Aldric's Grove! The fog wall is a little creepy, but worry not: A dog has brought you a snack, and the plant-bearing wildlife are pretty friendly. If you've been here for a while, no worry: You, too, are getting a basket of treats from the dog.

SHINING, SHIMMERING, SPLENDID
A purple mist fills the Grove at night, and stepping into it makes you experience a euphoric dream... shortly before you wake up because you nearly walked into death. Be careful, because the mists are addicting, and you may not have an easy time avoiding their temptation the following nights.

DANCE THE NIGHT AWAY
For one night, the mists clear up and peace settles over the forest. A giant capybara gleefully takes everyone to the site of a grand dance, where the clothing and food are all free, and the music swells with joy. Dance your hearts out until dawn breaks, and then the capybara will take you back home.

OOC
Happy May! This is a reminder that TDMs are game canon. Enjoy your dreams, enjoy your prom night, enjoy the capybara. OOC Plotting Lives Here if you'd like to plot anything out!

UPDATES
❖ None yet!

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WOULD YOU STILL LOVE ME IF I WAS A WORM?
WAKE UP
Nothing ever stays the same in this place. The people who came here before you know that, and have known that, and are used to that. When you and the other new arrivals start to stumble out of the fog wall and the surrounding woods, it’s an expected thing. They see you. They knew you’d be here eventually. Perhaps someone will be kind enough to explain how you got here, and why you have such a splitting headache, and why you feel so paranoid. Perhaps the sudden sense of foreboding and doom is too much to handle. It feels unnatural. It feels like the emotions aren’t your own. And when a butterfly with eyespots almost too realistic lands on your hand, it’s nearly impossible not to scream.

“Don’t touch the fog wall.” That’s what you’re told, and whether it reaches you through the fog-induced paranoid haze or not is left up to your will and your will alone. That sense wears off within half an hour, at least, though there are still more questions than answers in this place.

For instance: What is that in the river, that monstrous crocodile with too many eyes that seems to be stalking everybody who comes too close? “The Behemoth”, they call it, and it only wants as much to do with you as you want to do with it. Come too close, and it backs up to continue watching you from afar. Attack it, and it fights back, unkillable and gargantuan in strength. Offer it meat, and it cautiously takes the food from your hand before diving into the river’s depths.

Alternatively, you might wonder what that stone creature on the church’s roof is, or what the story behind the shadow-people are, or why there’s a two-story tall, many-limbed moose monster wandering around that no one seems bothered by. Where is this?

This is Aldric’s Grove. And for better or for worse, it’s your new home.
CAT-TASTROPHE
cw: forced animal transformations

Although time blends together in this place and makes it difficult to tell the exact date, it’s easy enough to tell that it’s early in March when everybody wakes up feeling and looking… different.

You recall going to bed in your usual body. You recall, as you fell asleep, hearing a childish voice whisper in your ear, “I’m booooored. Let’s race!” You almost certainly do not recall being an animal no bigger than a large dog, almost unable to leave your bedroom because door handles are difficult to open with paws or claws or anything else. It’s lucky that the windows are easy enough to nudge open with snouts and beaks so that you can leave your bedroom and see what, exactly, is going on.

You aren’t the only animal. Everyone here is, too, creatures of different shapes and kinds, though all of them hail from Earth itself. The Guardians and shadowy merchant siblings are just as miffed as you are about this. “Here we go again,” they say, just as the last of you arrives at the Grove’s centre — and then it all goes dark. When you next open your eyes, you’re deep within the woods, where colourful flag markers on trees and a winding, long path indicates a race.

A long race. One that will last at least eight hours, assuming you use your time appropriately and don’t take too many naps in the trees along the path. Fret not: To ensure everyone participates in the race as expected, the Creature in the woods has sent an entourage of monsters after you, with too many eyes and gnashing fangs and claws the size of tree trunks. They’ll chase you down and try to eat you if they get their talons on you.

Use your time wisely, unless you want to meet an untimely demise.
BURIAL OF ANCIENTS
The Creature is a big fan of participation awards. Whether you won the race against your peers, came in second or third or fifteenth, or died during the challenge, it matters little when the fog starts to pull back. That’s your reward for being forced to participate in a race you didn’t want to be part of in the first place, aside from the regular reward of going back to your normal body: you get to explore, and you get to explore a lot.

To the east and west where the river bends, the fog is no longer a blockade impeding progress. You can travel far in either direction by river raft, chart unknown territory, and get lost in the woods for as long as you desire. Though it will take three days to travel to the new “end point” in either direction, an offering of shells and fruits can be given to the River Guardian to be granted a travel boon that will decrease your travel time from three days to one. You’ll still have to camp out along the shoreline, but asking for that boon will ensure you aren’t gone too long.

Taking the river to the west leads you through an ever-darkening forest, marked on the banks and trees by blue-glowing mushrooms. The canopy here is so thick that the sun doesn’t shine through, making it twice as difficult to tell how much time has passed — and to see where you’re headed in general. At the end of the journey, the black fog wall comes back into view, as the river begins to widen into the beginnings of a lake. A lake, which you cannot yet reach, as you dock the raft and hop onto the shore.

Following the path leads you to a wide-open clearing with more of those glowing fungi and a strong smell of moss. In the centre of it lies a humungous skeleton half-embedded in the soil, so enormous in stature that one wonders how such a creature ever roamed this land. The inside of its skull alone is enough to build a moderately-sized house within, and have a lovely view of the lake behind the fog wall to go with it.

If you approach the lake’s edge, you can hear a soft song from within, beautiful and hypnotizing. It makes you want to walk into the fog wall. It makes you want to enter the water and drown in its depths. And if you don’t, if you get control of yourself, hundreds of sickly black hands slam into the wall again and again, desperately trying to reach you.



The next time you come out this far, all three Guardians are here, arguing with the thing in the lake in a language you can’t comprehend.
SHIMMERING COSMOS
To the east, another three days out (or only one if you ask for that boon), is a forest of sequoias that reach into the very heavens, and moose tracks the size of your inn rooms. Out here, there are no glowing fungi to guide your way, only the distant sound of the ocean and the smell of salt. The closer you get, the stronger both of those become.

At the end of the river where the fog wall yet again impedes progress, you hear a waterfall. It’s overwhelmingly loud, nearly impossible to talk over, but if anyone is with you, you’ll have to manage somehow. Behind the fog — only a scant few feet away — is the edge of a cliff, and a sheer drop into the sea. In the far distance looms the silhouette of a lighthouse, unreachable, and in the sea itself just barely visible behind that black wall, within a spiralling whirlpool…

…is the sleeping, peaceful figure of a serpent, scales glittering with stars. It doesn’t respond to if you call out to it. Perhaps it can’t hear you. Perhaps it doesn’t care. It is the stars fallen from the sky and the cosmos you haven’t seen since you’ve been here, immune to your plight, because what is a mortal but an ant to a God?

Even though the Cosmic Serpent can’t be reached, a sense of calm washes over you the longer you stay close to the sea. Before you head back home, why not take a nap against one of those tree trunks? Just be careful you aren’t asleep too long. A “nap” to you might seem like a small coma to everyone waiting for you to come back to the Grove.
SPARK NOTES
CLICK TO EXPAND!
WAKE UP
Welcome to Aldric's Grove. New arrivals walk out of the fog wall feeling paranoid because they touched the fog wall. There's a biblically-accurate crocodile in the river. Surely this is fine.

CAT-TASTROPHE
Everybody gets transformed into an Earth animal and thrown into a long race in which they'll be chased by monsters the entire time. Sounds fun, right? ...no?

BURIAL OF ANCIENTS
To the west is a dark forest marked with glowing mushrooms. Travel far enough out via river raft and you'll reach the edge of the lake and find the ancient bones of a humongous creature. Getting too close to the lake and listening to the thing behind it singing makes you want to walk into the fog wall and drown in the lake. If you don't do this, hands slam against the fog wall, trying to reach you. Sometimes the Guardians wander out here to shout at the thing in the lake.

SHIMMERING COSMOS
To the east is a forest of sequoias, with moose tracks between the trees the size of an inn room. The further you go, the closer you get to the cliffside, where you can hear a roaring waterfall just beyond the fog wall. Through the fog is the sleeping form of the Cosmic Serpent, and the lighthouse in the far distance.

OOC
Happy March! TDMs are considered game canon. If you'd like to plot with people for this event, head over to OOC plotting. We encourage exploration considering the sheer volume of setting updates this time, so if there's anything you want to explore in more depth, hit up this log's investigations toplevel.

UPDATES
❖ None yet!

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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!

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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!
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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!

TDM 002

Jun. 11th, 2023 04:08 pm
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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!

TDM 001

Apr. 6th, 2023 08:03 pm
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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.