The Old Clearing
The Place
The clearing the town's young people have claimed for every send-off anyone can remember. Tonight it's theirs: fire, music, cider, and the last warm-ish night before the long winter celebration.
π΅ The Night's Sound
Feral and Brad's set for the clearing.
No playlist linked yet β send me the YouTube link and I'll wire it up here.
Arriving
Ask the party when they arrive β each choice opens different doors.
π Early
- Only the Creechville guys are around, holding down a log bench with cider. They want to know: how do you feel about people from the other half? Depending on the answer, they may let slip what they've seen of the other half's presence in the region.
- Survival DC 12: fresh webbed tracks at the treeline, heading for the hollow east of the clearing.
- Under the stage pallets glints Glimmer, a wild carbuncle hoarding bottle caps. Befriend it (Animal Handling DC 12) or offer something shiny.
- Nature DC 10: the tressym overhead aren't playing β they're agitated, screaming at the treeline.
π On Time
- Zinlynn greets the arrivals personally and introduces them around, steering talk toward the duality of things β two halves of the world, two halves of the year. Then the toast: "To the fall that fed us, and the winter that'll test us!"
- Fled's conspiracy corner: Fled Wetfeet holds court by the cider jugs, insisting the other half of the world never existed β "it's propaganda, man, foreign fear to keep us in line." Persuasion DC 12 to defuse; Insight DC 12 to see he's performing.
π Fashionably Late
- The party is in full swing. Ask each late arrival: who are you looking for? Make sure they cross paths β or conspicuously don't.
- The ghost's circle: that awkward ghost has drawn a ring of onlookers β he's dancing, and he's astonishing. Nobody saw this coming. Join in (Performance DC 10) and he'll teach you the Hearthstep β advantage on your next Performance check.
- Overhear Michael on his crystal flip phone, arguing: "I told you, she's not signing anything in the Allotment β I don't care what the advance is." He hangs up fast if noticed.
- You missed the toast but walked straight into Fled mid-rant β pick a side or change the subject.
Party Activities
- Arm-wrestling Joe Gar: big, bearded, undefeated all fall. Athletics contest vs. his +5. Beat him and the clearing erupts β the prize is the Gar cord: an empty feather cord, technically worthless, culturally priceless. You keep it only until someone challenges and beats you. That's how the Gars got it.
- Knucklebones: 3d6, bet feathers, high roll takes the pot. A knot of townies plays all night by the fire.
- The Finding Game: a pack of furries challenges volunteers to a scent-tracking game. Two-minute head start to hide in the woods; they hunt you (Survival +5 vs. your Stealth). Caught = charmed into growing a tail until next dawn. Evade ten minutes = win a tressym feather, tied into your hair on the spot.
- Feather cords: the town's signature adornment. Tressym feathers tie on; each tells a story: found (luck), gifted (bond), traded (a deal), won (a deed). Kids trade them like pogs; adults wear their autobiographies.
- Gentle Massive's game: the drummer sits apart, thumbs flying over a palm-sized crystal device, its screen full of glyphs in no language anyone speaks. Talk to him and, without looking up: "Hey, can you please give me a minute, I'm almost done." He is never done.
Who's Here
The clearing's crowd. Portraits are placeholders until the real art lands.
Zinlynn Moonharvest
Elf singer-songwriter, this world's Norah Jones. She invited the party personally β tonight she's host, not headliner.
Right now: working the crowd, making introductions, building toward the toast. Later she'll pull the PCs onto the dance floor.
Feral and Brad
Local producer duo β Pharrell-and-Chad types β DJing the party. They produced half the tracks they're playing.
Right now: behind the decks, keeping the clearing moving. Feral talks; Brad nods.
Creechville
Touring band with Zinlynn, here as guests. Heatmiser vibe. Randall Robeschity (guitar, bleached-blonde ditz), Fled Wetfeet (bass, conspiracy theorist), Gentle Massive (drums, glued to his crystal game).
Right now: holding down a log bench with cider. Fled is holding court about the other half "never existing."
Joe Gar
Burly, bearded, undefeated all fall. The clearing's unofficial strongman and its loudest hype man.
Right now: at the arm-wrestling crate, rolling his shoulders, daring challengers. Athletics +5.
The Furry Pack
A pack of druids who run the Finding Game β a hide-and-seek scent-tracking challenge in the dark woods.
Right now: recruiting volunteers, explaining the rules, being extremely competitive about it.
The Ghost
Nobody invited him. He materializes wherever the crowd is thickest and hovers at the edges, silent.
Right now: at the edge of the firelight. If the party arrives fashionably late, he's already drawn his circle β and he's dancing.
Battle Maps
The Croaking Dark DM ONLY
Run this fight from the tracker β pre-loaded with the warriors, Mudmother, Old Croaker, tressym, and the ritual clock, plus draggable tokens on the battle map.
β Open Combat TrackerMechanic: while under its influence β the rest of the night β a character has advantage on Charisma checks. The glow fades when adrenaline hits; the social ease lingers into the parley.
De-escalation: any genuine offer of food or work opens a parley β Persuasion DC 13 (advantage with real food on the table or vouched work). They're desperate, not evil.
Glimmer (if befriended): one Flash during the fight β 10 ft., DC 11 Con or blinded to end of next turn.
Zinlynn: no fighter β drops behind a crate, guitar case over her head. Drags downed PCs to cover.
Tuning: struggling β drop to 4 warriors. Stomping β Mudmother finishes a round early. Past round 6: 1d4 townsfolk arrive with pitchforks (morale event).