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[gameboard] statistically speaking... [neryn]

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a-disgruntled-dragon


PostPosted: Fri Oct 07, 2022 3:00 pm


Quote:
Players must roll a 6 sided dice to progress in the game. If you have not reached the end of the boardgame after five rolls, double the number of your dice roll and move that many spaces. If you are roleplaying with a partner, you will each need to roll the dice per post; while you will likely not end up on the same spaces, you can still communicate with each other as you progress through the gameboard. You cannot stop on any space you have not rolled; you cannot go ahead, and you cannot lag behind. An invisible force will prevent you from moving to any space you have not rolled and will also push you onto the specific space you have rolled.

These prompts are inspiration; you are free to modify them somewhat but your post must clearly be inspired by where they have landed. Players can choose to take the sensation of pain that either ends when they leave their square or when they leave the game board, or they can keep any damage they like.

If you are roleplaying with a partner, the effects can be observed (and sometimes felt) in nearby squares if you choose to play it in that way!


Space 0:
You have arrived here; nothing happens until you roll your die.

Space 1:
You feel eyes upon you, and hear a faint chuckling, like you’re the butt of someone’s joke. It sets a bad mood for the rest of this game; you’re already being judged–and, it looks like a long road ahead.

Space 2:
Something pale and ghostly slams into your back; you don’t see it, but it feels like it’s trying to push you forward–or to the side, or off the path. Thankfully, the magical glass walls stop you from going too far, but this is jarring–and might hurt.

Space 3:
A strange fog rolls in once you land here. You lose sight of nearly everything, including the game board. If you want to roll, you’re going to have to get close to the ground to even see where you’re supposed to go next. Hopefully nothing sneaks up behind you.

Space 4:
Something smells rotten. You can’t see very far into the darkness, but if you squint closely a dark form seems to be dragging itself along the ground. Sometimes you see a pale hand almost close enough to grab you–or, maybe something does grab you. It’s cold, and frightening, and it’s trying to drag you out of bounds.


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 6:
You hear a shrill, humming noise; it sounds almost like something is firing past you–and sometimes, you even feel a sharp burst of air, like something has just missed you. Maybe, even, it does get a slice out of you. Sharp, bladelike threads seem to string up around you; you’d best be careful not to get cut on any of them between now and your next dice roll.

Space 7:
Something is twitching and flapping above you, and while you might be minding your own business, something is a little too invested in what you’re doing. You can’t see them, but you suddenly hear shrill, high pierced noises that are disorienting and confusing. They can bring about dizziness and pain and can cause vertigo if you’re stuck in them for too long.

Space 8:
Something slithers across your foot, so fast that you might have thought you imagined it. Except, a few seconds later, it happens again. And then, again. Snakes keep moving across your space. If you move, they see you–and they might bite. Some of them hiss, some are capable of spraying a poisonous liquid that can cause itchiness or burning.

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 10:
A swampy smell fills the air. You take a step, and you seem to sink into it. Mud creeps over your feet, and you sink rapidly. Ankle deep, knee deep. Whether or not you squirm and fight against it, you are sinking. The mud is crushing and painful, and if you sink too deep it steals the breath from your lungs. There’s nothing to grab onto; you have to roll your dice quickly before that too gets sucked into the muddy quicksand.

Space 11:
You hear a frantic flapping above you, but that’s all the warning you get before a hoard of bats descend. They scratch and slap and screech, but you avoid getting bitten. For now. You’ve invaded their space and they seem keen to defend it. You can try to fight them, but the only way to escape them is to roll again.

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 13:
At first, the square is quiet. Nothing seems amiss. It’s unnerving in how safe it seems. But then, it only takes a few seconds before you understand why. It’s just taken a moment for them to get to you. The patter of tiny feet is rapidly approaching. There’s no light to see them, but there’s a reflection in their beady eyes. Rats. Thousands of them. Chittering, frothing in the mouth. These are strangely grotesque, mutated abominations. They’re running at you like they haven’t got a fear in the world–only, hungry. And rage. If they get to you, they’ll eat you alive. The ground is trembling with their weight. You’d better roll quickly if you don’t wind up a meal.

Space 14:
The ground is sticky. You land on this and immediately dip, as though you’ve stepped on a trampoline. Close inspection reveals that you are standing on an intricately woven web–and your shoes are stuck. And something is skittering just on the horizon.


Space 15:
Bats. Maybe you missed them attacking earlier, but they’re back again, and angrier than ever. Instead of just screeching or scratching, they’re swooping down and biting now–and the effects are instantaneous. The little teeth are sharp and painful, but once bitten you might feel agitated and prone to violence, and you might feel perpetually cold and hungry with no relief in sight. The effects might last when you leave the square–or they might linger for a few hours or days after you get out of here.

Space 16:
As you step into your square, something cracks. At first, you can’t tell what it is, but as your full weight moves onto the square, the ground shifts beneath you. It’s cold, and it’s ice, and a hole falls underneath you, plunging you into frigid waters. There’s enough floating ice that you should still be able to roll the dice to get out of here, but you have to go quickly–you’re soaked, in chilly water, and something just swam by your feet.

Space 17:
Something howls in the distance. It’s loud and echoes with such ferocity it seems to shake you. On the other side of you–another howl. Closer. This one is loud enough to hurt your ears. The ground trembles with the force of something charging at you. A growl, a snarl. Yellow eyes staring you down. There’s not just one monster out there–there’s several, and they’re all coming for you.

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 19:
You’re so close! Almost at the end! But the space you’re standing on shifts and shakes and seems to crumble beneath you. You have to hold on; there’s nowhere to fall but down into the deep abyss. If you manage to hang on for long enough, you find some invisible purchase and can pull yourself back up, but it’s quite the ordeal. Make sure you don’t get cut on falling spaces! The ground restores itself once you roll again.


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 0

Neryn was starting to wonder if this was just... a Thing(TM) that happened in Destiny City, almost exclusively. No where else did you find reports of picking up a dice and then finding yourself on a game board of magical nature when all you were doing was trying to head to class. They were quite sure with how much humans loved their social media that something like this would be everywhere ten seconds after a human encountered it.


This, being the gameboard they now stood on, which had replaced the empty footpath they'd been on up until two minutes ago. The board spread out in front of them, and had some sort of weird invisible wall thing.

With a sigh, their data pad in one hand set to record audio and video, and the little wooden and opal die in the other.

"Spatial Anomaly #78979, Code Name: Game Board. This report is authored by Cadet Neryn in real time. As previously stated, there is a path of what appear to be squares ahead of me. I cannot move to another square unless I roll the die in my right hand. I am unaware of how I know this, yet I am aware this is how to proceed.

"Commending Operation Roll Dice To Proceed.
"

With a gentle toss, they let the dice roll.
a-disgruntled-dragon rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Fri Oct 07, 2022 3:32 pm


Quote:
Space 2:
Something pale and ghostly slams into your back; you don’t see it, but it feels like it’s trying to push you forward–or to the side, or off the path. Thankfully, the magical glass walls stop you from going too far, but this is jarring–and might hurt


Current Space: 0 + 2 = 2

The dice landed with 2 dots up. Neryn watched as the two squares in front of them lit up and the forcefield seemed to drop. "
Observation: Rolling the die allows you to move up to the number of the spaces face up on the die. Much like a human board game. I am now proceeding to square two."

Cautiously, Neryn stepped forward. Once sure the board itself wasn't going to drop out from under their feet, they walked with more determination. The squares weren't exactly large, though the expectation of something happening when they stopped was present. (They'd once watched some of the college kids play a game called 'Mario Party' on one of the large televisions in the common area, which was the only time Neryn had ever experienced a 'board game' before.)

Something shoved, hard, and Neryn stumbled into the barrier on the far edge of the second square. Lilac eyes searched behind for anything that may have triggered the shove, finding only nothing.

"Observation: Squares appear to have an effect when you 'land' on them. Landing, however, does not mean you have finished your movement into the square in question. I have reached square two, no worse for wear even with the shove I experienced. To progress I will need to roll the die again."

Neryn took a moment to right themself, and rolled again.


a-disgruntled-dragon


a-disgruntled-dragon rolled 1 6-sided dice: 3 Total: 3 (1-6)


a-disgruntled-dragon


PostPosted: Fri Oct 07, 2022 3:36 pm


Quote:
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.

Current Space: 2 + 3 = 5

"Observation! There is a very agitated canine somewhere that I cannot see, but very much wishes for my destruction," they cleared their throat of the bright flash of fear that shot up their spine. Neryn did not... like dogs. Dogs were... a lot for the cadet to handle honestly. Not just because they varied wildly across their species, in both size and temperament, but because they stared at them with a predatory gaze. Even the little tiny ones!

(To be fair, it wasn't so much a predatory gaze as absolute confusion at Neryn's scent and they generally tried to respond defensively when presented with something new.)

"Th-that said, the walls of the square appear to keep the beast at bay. I shall continue on."
a-disgruntled-dragon rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Fri Oct 07, 2022 3:37 pm


Quote:
Space 6:
You hear a shrill, humming noise; it sounds almost like something is firing past you–and sometimes, you even feel a sharp burst of air, like something has just missed you. Maybe, even, it does get a slice out of you. Sharp, bladelike threads seem to string up around you; you’d best be careful not to get cut on any of them between now and your next dice roll.


Current Space: 5 + 1 = 6

"Statistically speaking, I should be rolling better than this..." muttered Neryn as they stepped from the angry canine square immediately into the next one.

Pain laced through their cheek and they felt blood well as something shot past their face.

"Observation: If it was not clear already, it is apparent the game board is trying to murder it's player. This square appears to have some sort of sharp thread strung up across it. I pity the poor fool that comes in here who does not have powered strength."

This room, at least was easier to navigate and throw the next die.


a-disgruntled-dragon


a-disgruntled-dragon rolled 1 6-sided dice: 1 Total: 1 (1-6)


a-disgruntled-dragon


PostPosted: Fri Oct 07, 2022 3:38 pm


Quote:
Space 7: Something is twitching and flapping above you, and while you might be minding your own business, something is a little too invested in what you’re doing. You can’t see them, but you suddenly hear shrill, high pierced noises that are disorienting and confusing. They can bring about dizziness and pain and can cause vertigo if you’re stuck in them for too long.

Current Space: 6 + 1 = 7

"NOTE TO SELF, THIS DIE DOES NOT SEEM TO FOLLOW BASIC PROBABILITY RULES," they shouted over the absolute cacophony of sound from whatever was flapping about in the blackness above. The die was probably laughing at them, making them plod along like this.

"OBSERVATION: --- " Whatever Neryn would have said at this point was swallowed by the sound and they were all too happy to roll the die again to leave this place.
a-disgruntled-dragon rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Fri Oct 07, 2022 3:40 pm


Quote:
Space 10:
A swampy smell fills the air. You take a step, and you seem to sink into it. Mud creeps over your feet, and you sink rapidly. Ankle deep, knee deep. Whether or not you squirm and fight against it, you are sinking. The mud is crushing and painful, and if you sink too deep it steals the breath from your lungs. There’s nothing to grab onto; you have to roll your dice quickly before that too gets sucked into the muddy quicksand.


Current Space: 7 + 3 = 10 [half way!]

The die relented, and as Neryn passed through square nine, they got the distinct impression they were roughly half way through this... whatever this was. It was eerily silent, or maybe that was just their ears still trying to recover from the screeching.

Neryn crossed the threshold of space ten, and the muggy, wet earthy, stagnant water smell of a swamp assaulted their nose. An absolutely atrocious smell, second only to that of the local landfill (and perhaps cow manure). The ground was just as attrocious, the suddenly very spongey and muddy floor capturing their foot.

"Observation: The ground is mud. It is gross. It smells even worse. I will roll and hopefully not lose my die in this absolutely disgusting square." Even with that, the swallowed up to their knees and Neryn was not about that at all nope.


a-disgruntled-dragon


a-disgruntled-dragon rolled 2 6-sided dice: 4, 6 Total: 10 (2-12)


a-disgruntled-dragon


PostPosted: Fri Oct 07, 2022 3:42 pm


no it doesn't bc i need to double the rolled amount not hte dice themselves
a-disgruntled-dragon rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Fri Oct 07, 2022 3:44 pm


Quote:

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.


Current Space: 10 + 10 = 20 [end]

By some grace of the game - or just the die itself taking pity on Neryn who was slowly being eaten by the floor - Neryn appeared on the threshold of the last square, with a nice pretty aura that marked the 'exit'. They were very sure the die had said 'five' but they'd easily moved twice that much with that one roll. How particular.

"Observation: I have reached the end. I am not sure how my roll of a 'five' became a 'ten' but I will not argue with the die. I will proceed through the 'exit' and hope that the mud I have caked up to my thighs will vanish once I leave this... place."

Neryn appeared where they'd found the die in the first place, sadly still covered in mud. Their cheek stung as a fresh breeze passed over them. So the wound was still there too.

The die itself seemed rather defunct now, if very pretty. A memento of sorts.

"I have completed the board game and returned to where I left Destiny City. The die is now very much a mundane cube of wood and opal. I will keep it for further study and analysis. Closing remarks: Destiny City is very... odd during human holiday seasons."

With that, Neryn ended the recording, and submitted the report to the database. Then decided they needed a very long soak back at the house because they were quite sure there was mud inside their boots and pants now.

Gross.


a-disgruntled-dragon


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