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[B] The Deadliest Game Board (Mira Vs Gameboard)

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Shiningamisgirl rolled 1 6-sided dice: 5 Total: 5 (1-6)

Shiningamisgirl

Ruthless Consumer

PostPosted: Fri Oct 18, 2024 10:44 pm


Destiny City is a large place, with a large population. It’s not uncommon to find a lost item here or there. Maybe a keychain, an earring, a book.

But, a six sided die? That’s different.

While traveling through Destiny City, you find a strange little object. It looks like old, stained wood, but something shiny in it catches your eye. How could you resist picking it up? But then, maybe you've found one of these dice before. Maybe you remember the Gameboard, already.

That's okay.

Even if you know better than to pick it up, all you have to do is look at it, and it's ensnared you. Again.

It looks like a normal die in terms of shape, and each side has a gilded number, one through six, carved into it. The most interesting part of it all is that the dice seems to be made of old, stained wood with fossilized opal throughout the whole piece. Something about it called to you, and now that it has your attention, a harsh wind slams into you. Darkness falls all around you–and then, slowly, a path illuminates. It’s black all around you; there’s no light, but you can see clearly marked spaces.

A line of squares unwind in front of you, each clearly marked.

You can’t see anything around you, can’t feel anything else–just the gameboard. And the die. Whether its in your hand or on the ground where you left it, it's there with you.

Even if you don’t recognize the game, you don’t really need instructions to know how to play–you have a die, and you have a path. In the distance, you can barely make out a dark wooden platform at the end of the path, but it seems to have the same fossilized opal inlay as the die–and pretty golden symbols along the rim.

You can’t step out of your square. Trying to leave the gameboard results in you walking to an invisible barrier and it feels like slamming into a glass wall. You cannot leave your space–unless the die says you can. If you want to get out of here, you’re going to have to roll your way there–but it isn’t so easy.

Strange gold markings differ from one square to the next. There’s no telling what they mean–you’re going to have to land on them to find out.

Though, judging by the tension in the air, it’s probably not going to be anything good.

Space: 0
Dice: 5

"Drat," sidling a curse for the way her keys clattered down out of her clutch purse as she fished for them, mess of charms and all. Tiny whatsits and glinting whosles bounding in a tinkling jingle that skittered down the slope of the walk leading upto it, she quick-heel stepped after the chain for fear it'd end up sliding into some distant, gaping grate, or worse? One of the many runoff puddles the sweepers had dredged up.

The worst part of going out nice? Having to step around ankle deep water that malingered in potholes and cracked concrete pits every other step of the way. The city seriously needed to up it's effort on fixing those, afterall? She was a tax paying citizen! She deserved clean streets that stayed clean! The hole free kind --- it wasn't until she had the clutch of kitch and entryway material in hand that another glint caught her eye.

A flash of chromatic marble and numbered gold, she made a soft humming note of interest before (very ******** carefully, with the tips of her nails!) plucking it out of a pile of leaflitter.

"Eugh--dirty little thing, buuuuuhhhttt'chk maybe you'd make a nice addition to my key-baubles! Whady'a say leetle guy? Sounds like a hot date, right? You, me, some hot glue and some hardware. Oh, I've got just the chain!" a new burble of excitement filling her after the long day at work had left her a wreck, the tipping had been good, people wanted irish in their coffees more often as the weather turned. The man behind the bar made the best clotted cream, turned the thing into a ten-k desert piece that warmed even the coldest heart up!

If she'd found a second piece, she might have considered making earrings instead of another keychain, but for the moment?

And then the whole world shifted -- Aramis found herself warped somewhere awful -- the dice skittering from her hand and lowing on an eerily glowing number -- she was already stuffing her keys back in her purse and scrabbling on instinct for the pen that existed at the bottom of said bag. Right alongside a tube of midnight 13 lipgloss and baton rouge touchup powder. <******** this is!!" She couldn't teleport yet! But that was fine, she was getting her dice and she was going!
Shiningamisgirl rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Fri Oct 18, 2024 10:45 pm


Space 5:
A dog barks, fierce and frightening. You can hear its growl and the hackles stand up on the back of your neck. You can practically feel spittle on you. It’s close. And it’s big. And it’s angry. If this beastly dog could reach you, no doubt it would try to tear you to shreds.

Space: 5
Dice: 4

"Dogs, dogs, dogs, dogs -- NOOOO!!!" tears welling at the corners of her eyes as she sprinted through the next space, slowly figuring out the right way to play this stupid game. She wanted to curse whoever'd come up with it, his sadistic ******** of some cosmic freaks horror-nography show! She was peeved and having no part of it, or she would've had no part of it, if not for dog breath and dark fears preying on her every step.

"I wanna go home dorothy, back to kansas, you can keep your little dog! You ruby-dripped b***h!" how her language had changed, cursing at the stars that didn't exist, and into the dark, and at anything she perceived to move as the space bent open and another path appeared to light her way--

Shiningamisgirl

Ruthless Consumer

Shiningamisgirl rolled 1 6-sided dice: 4 Total: 4 (1-6)

Shiningamisgirl

Ruthless Consumer

PostPosted: Fri Oct 18, 2024 10:46 pm


Space 9: The smell of saltwater fills the air, and you can hear the water lapping against the shore. You hear boards creaking, and bells in the distance. And then, a song. Haunting. Ghostly, and calling you. For a second, you fall in love. And then, water fills your lungs. You’re choking, you can’t breathe. The song is loud and seems to caress you, even as a wet chill gathers in your square. Scaly hands reach for you, you gently caressing, and try to lure you into an endless sleep.

Space: 9
Dice: 4

Gasping, hands on knees, standing in the lull that existed briefly sounding of the sea. It was a harsh juxtaposition, going from a full sprint to standing in ankle deep water and soothing sands that reflected only warmth. Mira tried to shake off the whiplash of going from zero to one hundred and back again, the adrenaline that lingered and made her next steps shaky enough that she decided to simply slip of her heels and see how far the picturesque calendar scene got her.


Which wasn't very far, as the dock wound on, and on, and ever on -- as the planks came apart beneath her feet and her last gasp was salty brine -- and her next sip of air a drowned cry and escape of bubbles -- the dice shimmering as they rolled away with the current and vicious hands that tried to yank her everdown---
Shiningamisgirl rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Fri Oct 18, 2024 10:47 pm


Space 12:
The smell of smoke is in the air. You can’t see what’s burning, but you can hear distant screams, and–carnival music? It feels like people are running past you, and the air fills with panic and alarm–but there’s nowhere for you to go, and the smoke is so thick. You’d better roll quickly so you can get out of here.

Space: 12
Dice: 6

She hacked up a lung, a fish sandwhich, went from a sopping wet frying pan into an equally choking fire. The way she couldn't seem to catch a breath or a break as she stumbled, shoeless, panicked; her glorious skirt rent to ugly shreds and leaden down with soggy seawater.

She patted around for the dice as the smoke continued to rise -- as the scene shifted dizzyingly and she ended up knocked to her knees by some unseen rush of a force -- if the music would just ******** stop!!!

Shiningamisgirl

Ruthless Consumer

Shiningamisgirl rolled 1 6-sided dice: 3 Total: 3 (1-6)

Shiningamisgirl

Ruthless Consumer

PostPosted: Fri Oct 18, 2024 10:48 pm


Space 18:
You smell something poison, something noxious. You pass through a haze of strange, green gas as you enter the square, but it fades after a few seconds. You feel cold. You feel empty. You start to decay. Maybe a part of you knows it’s an illusion, but in that split second when your body feels like it might go limp and when you look at your hand and see skin melting. You see bone. You’d best roll the dice so you don’t wind up a skeleton prop for the next player.

Space: 18
Dice: 3

The flick of glowing marble and numbered sheen she'd finally managed to pick up, the way it spat her out at a new angle, here -- in some voidspace -- the way the universe seemed determine to give her emphysema, or copd, or some other horrid cancerous condition! Black lung? A heart attack? She couldn't be sure, only that air was her ultimate enemy, breathing was her foe, colors were joker styled and played out.

Mirabilite tried to wash her brain of the newest bout of nightmare fuel; saw season nineteen, the sawening, ultimate bullshit edition. Whining as she somehow found her feet once more ---

She had an inkling of an urge to power up and down again -- to somehow shirk herself of the disgusting film and smutz that had found its way onto what she was sure was every surface of every poor.

Her attempt to stand failed her as her knee buckled, gave out entirely, as her body crumpled, and what she'd believed to be a stacking of endless effects. Her own mind and self succumbing to a series of short-burst traumas in record time. Was in fact her body *actually* failing her, her lovely skin slipping to puddle around any place she put pressure on it. She swore she could see ---

And so she looked away, swallowing her bile and a weak little cry of hatred for this place, aiming to flick the bit of white and gold ---

If it only roled once it'd be enough for her...
PostPosted: Fri Oct 18, 2024 10:49 pm


Space 20:
The end; once you have arrived here you are free to leave. You will see be basked in the glow of a beautiful, opalescent aura that will take you back home. If you arrived with a guest, you can leave without them or choose to stay until they make it to the end as well. When you arrive back in Destiny City, you may choose to keep the six sided die–if nothing else, it’s pretty! Though, it doesn’t seem to have any magical qualities, that might be for the best.


Space: 20
Exit - Home


And when she opened her eyes she was home, right back on the street she'd been before, standing there as if nothing had happened. Feeling a ruin if only in her mind.

The dice promptly dropped.

She ran to lock herself inside her house and shower for another week entierly.

Shiningamisgirl

Ruthless Consumer

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♥ In the Name of the Moon! ♥

 
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